• XCOM V3: Hyphens are SO last decade
    5,000 replies, posted
Do you guys think they will bring an air game of some kind in XCOM 2? Perhaps airstrikes on alien convoys?
[QUOTE=Doom14;47951487][B]Common XCOM Lingo Translated:[/B] 100% Chance to Hit -> 100% Chance to Hit 95% Chance to Hit -> 50% Chance to Hit 50% Chance to Hit -> 0% Chance to Hit 25% Chance to Hit -> 75% Chance to Hit 2% Chance to Hit -> 100% Chance to Hit Alien on Overwatch -> Prepare for Damage Human on Overwatch -> 50% Chance to Hit Alien Plasma Pistol -> Alien Long Range Plasma Sniper Rifle Alien Plasma Carbine -> Alien Super Long Range Plasma Sniper Rifle Exact Damage You Need -> 1 Damage Less Than You Need Tall Men -> Obnoxious Organic Area Denial Mines And that's all that comes to mind. Maybe it's confirmation bias, but 50% [B][I]never[/I][/B] feels like 50% in this game.[/QUOTE] I don't think I've ever missed a 66% chance oddly enough.
[QUOTE=joshuadim;47951967]Do you guys think they will bring an air game of some kind in XCOM 2? Perhaps airstrikes on alien convoys?[/QUOTE] I'd rather think you'd be the one flying around avoiding being spotted by ADVENT air forces and possibly some minigame around that if you get caught to escape/destroy your pursurers when you get caught.
[QUOTE=Doom14;47951487][B]Common XCOM Lingo Translated:[/B] 100% Chance to Hit -> 100% Chance to Hit 95% Chance to Hit -> 50% Chance to Hit 50% Chance to Hit -> 0% Chance to Hit 25% Chance to Hit -> 75% Chance to Hit 2% Chance to Hit -> 100% Chance to Hit Alien on Overwatch -> Prepare for Damage Human on Overwatch -> 50% Chance to Hit Alien Plasma Pistol -> Alien Long Range Plasma Sniper Rifle Alien Plasma Carbine -> Alien Super Long Range Plasma Sniper Rifle Exact Damage You Need -> 1 Damage Less Than You Need Tall Men -> Obnoxious Organic Area Denial Mines And that's all that comes to mind. Maybe it's confirmation bias, but 50% [B][I]never[/I][/B] feels like 50% in this game.[/QUOTE] I read an article about the hit chances, somebody actually recorded the frequency with which each shot hit, and surprise surprise, it matched up pretty much exactly to the displayed chance to hit. People expect that >80% means 100% to hit, and that <30% is 0% to hit. The fact of the matter is that unless it's 100% to hit, there's always a chance that it will miss, and you need to plan accordingly. [editline]13th June 2015[/editline] unless you're playing long war, in which case idk, maybe they put in some more unbalanced bullshit where the game displays a higher chance than you actually have
It's also a difficulty thing as well, imo. On lower difficulties you can pretty confidently take 45% shots over and over and let gunfights turn into protracted exchanges until you eventually hit that 45%, [URL="http://www.vg247.com/2013/10/17/xcom-enemy-within-adds-save-scum-mode/"]in part as well due to a hidden 'luck' stat which will reward you with free shots on lower difficulties[/URL]. On higher difficulties you really can't take those unfavorable rolls unless you absolutely have to or have a favorable position since the Aliens will just start gaining ground and picking you off.
[QUOTE=The Jack;47951404]Those moments where your last character goes into dash territory, and uncovers four chryssalids, a cyber disk and all it's drones. Just beautiful. The free turn that they get when you discover them is a real bitch.[/QUOTE] That's why you never dash with somebody who might uncover fog as last thing in the turn. When without contact, you want to blue walk everyone from cover to cover. If there's still no contact at the end of that, you overwatch/steady aim (in LW) the ones on the front and optionally can dash the ones on the rear/outskirts inwards into the squad. Dashing is for escapes, moving from cover to otherwise unreachable cover, grabbing a fading meld can etc. LW taught me that orange zone is the danger zone.
Oh man LW can be so satisfying sometimes. Have a team of squaddies to deal with my first terror mission. Two Soldiers, Two rocketmen, a sniper, and a medic. The Soldiers have a shotgun, and Battlerifle+Targeting Module. The rocketmen both have shredder rockets and filled with grenades. I slowly edge them forward through the map, spamming overwatch and taking out the random floaters, leaving the sniper at the spawn. On the sixth turn or so, FIVE chryssalids come out of nowhere and expend their turns to menacingly stand near my medic... JUST AS PLANNED. I move the medic away, shred the five chryssalids (and a single soldier, whoops) with a shredder rocket. Both soldiers use both shots, taking out 4 of the chryssalids instantly. Last chryssalid gets murdered by my sniper, while my medic and secondary rocket man get to stand on overwatch. Fucking hell it feels good to be prepared. [sp]and then I lost two units to a zombie that transformed into a chryssalid at 1 hp...[/sp]
[QUOTE=Mort Stroodle;47952884]I read an article about the hit chances, somebody actually recorded the frequency with which each shot hit, and surprise surprise, it matched up pretty much exactly to the displayed chance to hit. People expect that >80% means 100% to hit, and that <30% is 0% to hit. The fact of the matter is that unless it's 100% to hit, there's always a chance that it will miss, and you need to plan accordingly. [editline]13th June 2015[/editline] unless you're playing long war, in which case idk, maybe they put in some more unbalanced bullshit where the game displays a higher chance than you actually have[/QUOTE]It's quite simply confirmation bias; we more readily remember times when that 2% hit we attempted just for a laugh actually goes through and wrecks the alien's shit, and we remember the 99% hit that failed totally all the more vividly. Afaik the game engine also rounds up hit numbers so a 99.5 displays as 100. [QUOTE=Craigewan;47951021]The Devs [b]are[/b] idiots when it comes to balance, and that fact is what keeps me away from LW, because despite the majority of the changes they make being great, they can't balance for shit.[/QUOTE]There is some simple way to edit the fatigue, wounded, repair and other such times, but I cannot for the life of me remember what file or what lines.
[QUOTE=Sgt Doom;47953687]It's quite simply confirmation bias; we more readily remember times when that 2% hit we attempted just for a laugh actually goes through and wrecks the alien's shit, and we remember the 99% hit that failed totally all the more vividly. Afaik the game engine also rounds up hit numbers so a 99.5 displays as 100. There is some simple way to edit the fatigue, wounded, repair and other such times, but I cannot for the life of me remember what file or what lines.[/QUOTE] Actually if you read the [URL="http://www.vg247.com/2013/10/17/xcom-enemy-within-adds-save-scum-mode/"]article[/URL] Archimedes posted a little bit back, there's a very interesting bit of information. [quote][B]Gupta also revealed that Firaxis implemented a secret luck stat which increases in strength as you turn the difficulty down; if the game notices you getting a lot of poor results, it compensates. “Believe me though, on Easy, if you miss three times in a row you’re not going to miss your fourth shot. It can be a 1% chance to hit and you’re not going to miss that shot,” he said.[/B][/quote] So, no, it's not true random chance since EW, mainly at low difficulty levels, but I imagine that "normalization" of the chance to be a bit more forgiving applies at all diff levels. Think about it, when are you going to try the 5% shot? It's often when you are absolutely desperate, quite possibly because your high probability shots all missed. At that point though the game boosted your hit chance to compensate for all the misses, so it will truly be so that when you take a 5% shot out of desperation, it may well enough have a higher chance to hit than some 60% shot after a streak of hits.
I realised i'd been playing enemy within wrong. So I started again. Several months in (starting to see heavy floaters and Oh is it far easier. The key is to not play it like enemy within at all. Don't touch genetic mods/cyborgs till you've build everything else and have little else to blow your money on. Psionics can be ignored for a long time too. Filled the world with satellites, have at least one firestorm on each continent with a lance. (Some of them have more than one and the second ones usualy have EMPs. A few ravens are left over. Not sure if this is enough) Five workshops and a foundry. Must confess though; I restarted the game on loading it, because on the first time the steam vents were placed horribly. I eventualy got a pair next to eachother, though I did have this wonderful earlygame of trying to get to them on the third and fourth floor. Then again, I did sort of realise that most of the autopsy research you can do in the early game is useless to you at that point. I let them pile up, then got 'we have ways' (at the cost of two satellites) Shaving off a month of interrogations and autopsies that had been pilling up. See, the problem with that is that the developers left too many traps to research. (you're not going to be building a satellite nexus or arming your squad with chitin plates in the first months, whilst interrogating a sectoid is neccessary if you want to get beam weapons). Plus, it's not good that the game throws meld into your face like it's awesome and going to help you big time (in the beginning, it'l just drain your resources. Especialy if you pick both up early. The Labs are very easy to build) Do EXALT ever catch up by the way? They seem to be well behind, I had nearly the full plasma arsenal by the time they were fielding lasers.
Which is why I think it's good that even lot of basic research in LW requires Meld, turning it into an actual economical resource rather than DLC funjuice you won't really have an use for anyway until late on.
[QUOTE=The Jack;47953915]I realised i'd been playing enemy within wrong. So I started again. Several months in (starting to see heavy floaters and Oh is it far easier. The key is to not play it like enemy within at all. Don't touch genetic mods/cyborgs till you've build everything else and have little else to blow your money on. Psionics can be ignored for a long time too.[/QUOTE] Not sure how it's far easier to NOT touch those. Usually when I do an Impossible run, the first thing I try to do is squeeze out a MEC in the first month. You can still make another Uplink and 2 maybe 3 sats on your first month if you sold enough stuff in the Gray Market. [QUOTE=The Jack;47953915]Filled the world with satellites, have at least one firestorm on each continent with a lance. (Some of them have more than one and the second ones usualy have EMPs. A few ravens are left over. Not sure if this is enough) Five workshops and a foundry.[/QUOTE] Yeah that's the most viable start for your Air game, in fact you don't really need more than 1 per continent. As long as you have Ravens with ATLEAST Laser cannons, they can take out Small and Medium sized UFOs. The firestorm you keep for the Overseer and any Large and Very Large ships. 5 workshops and a foundry? You don't need that many. Granted the rebates are nice, but at best you should keep it to about 3 workshops and have them adjacent to your Foundry and Cybernetics, otherwise you will start running out of place in your base. [QUOTE=The Jack;47953915]Do EXALT ever catch up by the way? They seem to be well behind, I had nearly the full plasma arsenal by the time they were fielding lasers.[/QUOTE] Not really, they do in Long War, but in Vanilla you just end up bullying them.
I started Long War and the USA gave up on the XCOM program like 15 days after the beginning, with barely any panic. Guess they didn't like the Europeans getting all the big toys. Is this an expected outcome?
[QUOTE=ProgramFiles;47954183]I started Long War and the USA gave up on the XCOM program like 15 days after the beginning, with barely any panic. Guess they didn't like the Europeans getting all the big toys. Is this an expected outcome?[/QUOTE] Yep, read the ReadMe.
[QUOTE=ProgramFiles;47954183]I started Long War and the USA gave up on the XCOM program like 15 days after the beginning, with barely any panic. Guess they didn't like the Europeans getting all the big toys. Is this an expected outcome?[/QUOTE] Yeah. And unlike in vanilla, you can actually reclaim the "lost" countries. Actually IIRC you literally HAVE to reclaim at least one lost country to win the game in LW.
[QUOTE=Awesomecaek;47954210]Yeah. And unlike in vanilla, you can actually reclaim the "lost" countries. Actually IIRC you literally HAVE to reclaim at least one lost country to win the game in LW.[/QUOTE] It's the only way to do a Base Assault in LW, so yeah. You actually have to lose a country and get it back to progress.
[QUOTE=Takuat;47954208]Yep, read the ReadMe.[/QUOTE] Kinda preferred going on a blind run so as the FAQ started elaborating on strategies and concepts in the gameplay section I stopped reading :v Oh well that's my fault, thanks for answering.
[IMG]http://i.imgur.com/MUYtR0K.jpg[/IMG]
[QUOTE=Dr.Critic;47950634]Its actively a terrible idea, I would strongly recommend you do one playthrough, or hell, at least half a playthrough of vanilla before you try the basket of bullshit and difficulty that is Long War[/QUOTE] I still haven't played vanilla. If you think you can handle it, start with long war if you want, just expect to be brutalised. Also don't play on ironman due to stability issues
Man, SHIVs are my best friend in LW. Really glad I built 5 almost right away. They serve as an excellent early tank and a great way to remove that one last Ayy Lmao hiding behind cover by scooting right up and unloading lead in their face. It's a real shame they don't show up on the memorial. Rest in piece, XENOFUCKER-1. You will always be remembered.
[QUOTE=Doom14;47955067]Man, SHIVs are my best friend in LW. Really glad I built 5 almost right away. They serve as an excellent early tank and a great way to remove that one last Ayy Lmao hiding behind cover by scooting right up and unloading lead in their face. It's a real shame they don't show up on the memorial. Rest in piece, XENOFUCKER-1. You will always be remembered.[/QUOTE] You know you can rebuild them in LW, right?
[QUOTE=Awesomecaek;47955359]You know you can rebuild them in LW, right?[/QUOTE] Which takes like a month for some reason. Great logic right there.
[QUOTE=CGNick;47955366]Which takes like a month for some reason. Great logic right there.[/QUOTE] It's much cheaper than buying new ones outright tho
[QUOTE=Awesomecaek;47955472]It's much cheaper than buying new ones outright tho[/QUOTE] Yeah but since you use them as tanks, you'd better have a good arsenal of them, cause they might get wrecked. So while 3 are rebuilding you can at least have 1 or 2 in reserve.
I know I can rebuild them (and have), but robots have rights. Why can't they be on the memorial? :v:
[QUOTE=Awesomecaek;47953309]That's why you never dash with somebody who might uncover fog as last thing in the turn. When without contact, you want to blue walk everyone from cover to cover. If there's still no contact at the end of that, you overwatch/steady aim (in LW) the ones on the front and optionally can dash the ones on the rear/outskirts inwards into the squad. Dashing is for escapes, moving from cover to otherwise unreachable cover, grabbing a fading meld can etc. LW taught me that orange zone is the danger zone.[/QUOTE] My buddy started playing XCOM yesterday, and I noticed that the tutorial level is actually really bad about teaching you that. Sure, the aliens are all in a building and you start outside, but Central has you move your guys one at a time (first guy moves twice, second guy moves twice, etc), oftentimes dashing ahead of the rest of the group. I had to tell my friend "in the future don't do that, move everyone once and then move again or overwatch afterwards".
[QUOTE=Corndog Ninja;47955759]My buddy started playing XCOM yesterday, and I noticed that the tutorial level is actually really bad about teaching you that. Sure, the aliens are all in a building and you start outside, but Central has you move your guys one at a time (first guy moves twice, second guy moves twice, etc), oftentimes dashing ahead of the rest of the group. I had to tell my friend "in the future don't do that, move everyone once and then move again or overwatch afterwards".[/QUOTE] Honestly the Tutorial isn't the type of tutorial that tells you mechanics as much as giving you a real picture. It holds your hand, tosses you on the ground and smacks your face killing your 3 rookies telling you "This is what's gonna happen. You're gonna dash, you're gonna get surprise flanked, you're gonna lose soldiers, deal with it." And as mean as that seems, I think it's the proper tutorial for a game where you slowly start attaching yourself to your soldiers and if you see them die you just get angry.
My friends do it all the time during their normal playthroughs and wonder why I try to backseat game as they hemorage XCOM operatives. Ive watched good men sent off to their doom after being sprinted into half cover and it still keeps me up at night.
It may be slow and steady, but it's hard to lose if you advance in blue only and constantly call on overwatch. Dashing is for getting out or moving up laggards. Or Run and Gun.
[QUOTE=Doom14;47955751]I know I can rebuild them (and have), but robots have rights. Why can't they be on the memorial? :v:[/QUOTE] I name all my SHIVs as "Thunderchild-000", where the numbers represent the number of times that SHIV has sacrificed itself for the good of humanity. Thunderchild is just because War of the Worlds is great.
Sorry, you need to Log In to post a reply to this thread.