Snakes keep their love juices and their murder juices very separate. One could assume the snake peoples do the same, or we will get some very sore groins.
ok
[QUOTE=Sunkite;48079536]Flamethrowers wont cut it anymore.
We're gonna need some napalm to fix this mess.[/QUOTE]
No. We will need the Inquisiton....and the walking toilet seat.
[QUOTE=XanaToast.;48078834]seeing one causes your entire squad to panic as long as it's in sight[/QUOTE]
"The Medusa is an... interesting specimen. It seems to induce fear and paralysis amongst those see its 'beauty'. Whether or not we can utilize such an ability for our own means is questionable at best, Commander."
It feels like all the weirdos from DeviantArt and the section where people get off the Anime and drawings have found the Xcom thread. What in the hell happened since I've been gone?
See I thought people were joking before, but it's looking like some people here actually get off to snaketits, and think it's appropriate to post about their fetish here.
[QUOTE=Mort Stroodle;48081216]See I thought people were joking before, but it's looking like some people here actually get off to snaketits, and think it's appropriate to post about their fetish here.[/QUOTE]
whenever people joke about that stuff it inevitably emboldens the actual snakefuckers. now I enjoy a joke about snake titties as much as any right-minded human being but let's not get carried away
[QUOTE=Turnips5;48081248]whenever people joke about that stuff it inevitably emboldens the actual snakefuckers. now I enjoy a joke about snake titties as much as any right-minded human being but let's not get carried away[/QUOTE]
It's like poking a snake, you'll always get bitten.
[QUOTE=Turnips5;48081248]whenever people joke about that stuff it inevitably emboldens the actual snakefuckers. now I enjoy a joke about snake titties as much as any right-minded human being but let's not get carried away[/QUOTE]
Nah, the snake is more likely to carry you away to its lair and eat you.
Oh wait, people get off to that too.
so how about that procedural generation, or anything other than snaketits or "heretics!"
Procedurally generated snake tits? Interesting.
[QUOTE=Conro101;48081295]so how about that procedural generation, or anything other than snaketits or "heretics!"[/QUOTE]
I'd actually like some effort put into maps when it comes to lands. Oh great, we're going to Nigeria? Weird, it looks identical to Japan.
I'm confident that the game will generate maps based on pre-set information. Classifications like Two-storey building, half-cover one-tile-wide and the like will all exist. With full SDK access, Modders will be able to insert their own Terrain pieces into the game this way. It would also allow for easy aesthetic settings, Forest, Inner City, Rural etc. "Nigerian Interior" is of course, a mix of fucking everything because fuck you.
well they've clearly shown there are different biomes and cities are homogenous so that solves the majority of the issue
[editline]29th June 2015[/editline]
i mean it would take an inhuman effort to develop assets beyond broad categories given the global scope of the game
TBH, I expect a tile system that works like Alien Swarm.
I'm glad they're putting more stats right onto the UI instead of hiding them in the info menu.
[IMG]https://static.e3insider.com/e3insider/2015/games/305/2kgmkt_xcom2_screenshot_ranger-target-hud-hd.jpg[/IMG]
[QUOTE=Turnips5;48081248]whenever people joke about that stuff it inevitably emboldens the actual snakefuckers. now I enjoy a joke about snake titties as much as any right-minded human being but let's not get carried away[/QUOTE]
I like them both ironically and unironically.
How the heck do you prevent everyone from panicing? I do the missions by the book with 0 dudes dead but around the second month there's always a shitstorm even if I launch one or two satellites.
It's hard to make sure nobody panics and leaves the council. Somewhat doable if you focus your resources, but most of the times just try to have atleast 10-12 countries still going.
[QUOTE=MrHeadHopper;48082062]How the heck do you prevent everyone from panicing? I do the missions by the book with 0 dudes dead but around the second month there's always a shitstorm even if I launch one or two satellites.[/QUOTE]
Always pay attention to panic when doing abductions or sat launches. Check the situation room before doing an abduction mission. Ignoring a mission in a country raises panic for the entire continent, so sometimes the best choice isn't the mission in the country with the highest panic, but rather in the [I]continent[/I] with the highest panic. Also make sure you're doing sat launches on the last day of the month, since countries never leave before that unless you fail a terror mission. You can sometimes reduce a country's panic below the red before the month's end through abductions, saving your satellites for the countries that really need them.
Man, I picked an excellent time to get back in to XCOM.
I finished XCOM EU back when it first came out and loved it a ton.
I never got around to playing Enemy Within though.
I figured I might as well jump in the deep-end, so I started with Long War.
First mission after the introduction bits? Landed Cargo Ship.
That ended about as well as you can imagine.
Since then I've done a few runs, each ending pretty badly in true XCOM fashion, but the sheer fuck-you level of LW was pissing me off.
(I've finished several EU Impossible runs, so I can handle the game throwing salt at me)
Things I like about LW:
- More variety in options (though a lot of it is small adjustments to EW content that's also new to me).
- Tons of enemy spawns. I actually like facing grossly unbalanced numbers and moving to counter them properly.
Things I'm disliking about it:
- Resource management; LW is stingy and that's honestly understating it. It's okay to have to make difficult choices. But sitting idly waiting for UFO's since I've got no resources to spend, despite doing everything seemingly "correctly" is not that much fun.
- Early air-game is naff. There is a huge gap in between early and late-game stuff. XCOM's air-game is IMO the worst part of a great game, but LW doesn't really make it any better.
- I like the concept of a bit longer fatigue/healing times, but LW goes overboard. I had one rookie get injured down to 1 tick and by the time he was healed, I was several months further in had my first Firestorms built.
- Weird enemy pods; 4 outsiders on a spawn group don't make sense, since outsiders are the commander units, lore-wise.
- Weird creature balancing; zombies with too much health and too much speed. I feel like Cryssalids are the fast hard-hitters and zombies should feel like slow but high-health sh-amblers.
- 100% chance for 1 civie to die off-screen automagically in missions.
So I've opened up the mod-config and started bashing numbers till they made more sense (to me):
- Set mod loot modifiers for things like alloys and meld to about half (more or less) between LW and vanilla and misc-drops restored to a lesser value (to account for more spawns). That feels like a good spot; making this hard, but not stupidly so. I believe the vanilla LW modifier is something like .2f (20%) from meld canisters and most other meld sources simply zeroed-out.
- Reduced fatigue and repair/re-arm times to more realistic values; they still punish more harshly and push you to developing a dynamic range of soldiers, but it's no longer Veteran Cripple Simulator 2015.
- Gave zombies 2x their health, but reduced their mobility and vision. (Yes, holy shit, they have so much health now.)
- Gave Crysalids less health, but more evasion; makes accurate shots more important instead of them being racing tanks.
- Adjusted DR values to correspond visually/with rank better; Thin Men aren't armored, so they don't get DR. Mechtoids are big armored assholes, so theirs stay.
Lot's of small changes in of that ilk.
Next up I'm going to see about re-balancing some of the weapon variants, as some don't make sense and are generally either skipped or only researched for progression, which feels weird.
My aim here is to make researching anything above normal ballistics feel like side-grades; trading stats for more tactical options instead of just "MORE DAKA!".
For me I feel like these changes make sense, but ripping at the guts of the game like this, I feel like I might be messing up that XCOM feel.
My big balance test was the Fishing Village with three set-ups:
- All rookies;
- Mix and matched ranks;
- Full decked out veterans;
Balancing seems okay so far, since all three teams end up dead anyway.
Edit: Shit, this went on for much longer than I thought. "oops"?
Sounds about right. I love Long War as well, but I also made adjustments. Esp to fatigue/repair timers, though combat aspects I think are perfectly fine. Took down a 6 outsider large ship first month, it's hard as nail but definitely possible. I like to hit hard and destroy cover and kill at least 2-3 outsiders, then fall back to my LMG gunners and just lay down the fire.
[QUOTE=Xavith;48086031]Sounds about right. I love Long War as well, but I also made adjustments. Esp to fatigue/repair timers, though combat aspects I think are perfectly fine. Took down a 6 outsider large ship first month, it's hard as nail but definitely possible. I like to hit hard and destroy cover and kill at least 2-3 outsiders, then fall back to my LMG gunners and just lay down the fire.[/QUOTE]
Oh no, it's not the difficulty about the outsiders that bothers me. It just doesn't make much sense.
They tend to show up at the cockpit/bridge of ships, which has 4 doors on the cargo ship. Just put a man on each door and start lobbing grenades or unload on em from all directions and job's done.
Bonus points:
Put an assault with that free reaction-shot-on-close-range per on one door that you leave closed, which they'll almost certainly try to use to flee.
On that topic, Assault is my favorite class by far. Lost count of the times a 0-distance dick-shot to a mechtoid by one of them has saved my skin.
was the fishing village really that bad, or is this just a LW thing?
It's pretty bad even without LW. I've almost always lost at least one soldier to 4 lids surrounding someone and taking turns to beat the crap out of them.
Unless you're playing Impossible difficuilty or something shitty like that [sp]LW[/sp] I don't know how or why you'd ever have trouble with the chryssalid hive mission.
It always appears in the early game for me, so I think I'm just having bad luck with it.
[QUOTE=Linda,Octopus;48086222]Unless you're playing Impossible difficuilty or something shitty like that [sp]LW[/sp] I don't know how or why you'd ever have trouble with the chryssalid hive mission.[/QUOTE]
The first time I played the mission I didn't know you could run straight onto the ship's deck through the bow-section. So I ended up spending about five additional turns on the bottom floor of the ship with all my troops danger-close to the whale.
Fun times.
[QUOTE=Krahn;48086096]Oh no, it's not the difficulty about the outsiders that bothers me. It just doesn't make much sense.
They tend to show up at the cockpit/bridge of ships, which has 4 doors on the cargo ship. Just put a man on each door and start lobbing grenades or unload on em from all directions and job's done.
Bonus points:
Put an assault with that free reaction-shot-on-close-range per on one door that you leave closed, which they'll almost certainly try to use to flee.
On that topic, Assault is my favorite class by far. Lost count of the times a 0-distance dick-shot to a mechtoid by one of them has saved my skin.[/QUOTE]
I always thought of them like officers and 1 of them the "leader/navigator" being the big boss
[QUOTE=Krahn;48085724]-Long post with good points-[/QUOTE]
I agree, fatigue is pretty bullshit as are the the repair times. I bumped the fatigue down to about 15% of its scalar value and added 2 hours per command level. So now usually after a mission my troops are ready for combat again after 20-30 hours. (Which is still questionable but hey I roll with it)
And left the repair hours at around 90 or so, so a raven near destruction takes almost 4-5 days to be fully repaired.
Not sure why you struggle with resources. Alloys and Elerium come relatively easily providing you keep hammering the UFO's enough. Meld can be a bitch if you stay ontop of the aliens. Ofcourse you only get decent meld if the aliens are more advanced than you. The more meld you get from a container. The better off they are than you. The less you get from one the worse off they are and the more resources they've expended on sending aliens on missions and such. But hey. Can't win them all right? :v:
As for wounded. Always ALWAYS get medics in the field to heal troops before finishing a mission, even if it means leaving a stray xeno running around. If the medic has field surgeon. It cuts down the time they stay out of action for if they are healed before RTB'ing. Seriously ALWAYS take one medic and keep them behind the front lines. I always do and it works absolute wonders.
[QUOTE=Linda,Octopus;48086222]Unless you're playing Impossible difficuilty or something shitty like that [sp]LW[/sp] I don't know how or why you'd ever have trouble with the chryssalid hive mission.[/QUOTE]
Rocketeers and Shotguns are the way to go. At-least it is what go me through it all the time. I struggle more with Thin Men than Chrysillids. In the original games they used to be a threat till you got flying armour but in this interation of the game. I've never have a single problem with them.
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