IIRC the AI are coded to run (or at least consider running) if they are the last one alive and not wounded (iirc the less health they have the more chance they have of fighting till the bitter end).
The only ones who will never retreat from you are Lids, Zerks, Faceless, Andro Husk's, Sectopods, Stun Lancers (and Avatars naturally) Im not sure on gatekeepers but I don't think they run either.
[QUOTE=Eonart;52846299]Just did an EXALT mission where I basically manhandled them like children, I think only one or two of them ever got to fire their weapon and everyone else just melted as soon as possible.
Mimetic Skin is way too strong.[/QUOTE]
Eggsalt are a joke thanks entirely to the Comms Relay hack. It's basically open season for CCS Assaults just run to the Encoder and laugh as they run into you without fail. it's a little different when you attack their HQ but that mission exposes their tech tail off. I really wish they stayed around long enough to get Plasma but hey it is what it is. Different story in Long war, base assault at least.
Any good wotc mods released yet or is there a way to incorporate xcom 2 mods into wotc?
The loot mod that adds all sorts of crazy loot is funny as fuck if you want to get crazy
it adds retarded things like "reduce mobility by 4, add +1 AP per turn" to sidearms or "get +1 heavy weapon use charge per mission" OR THIS DUMB SHIT OF "get a free teleport charge per mission, TP anywhere you fucking want"
[QUOTE='[Green];52847514']The loot mod that adds all sorts of crazy loot is funny as fuck if you want to get crazy
it adds retarded things like "reduce mobility by 4, add +1 AP per turn" to sidearms or "get +1 heavy weapon use charge per mission" OR THIS DUMB SHIT OF "get a free teleport charge per mission, TP anywhere you fucking want"[/QUOTE]
My favorite was the one that reduces your clip to 1, increases aim and crit when you're on the last shot in a mag, and increased damage on the last shot. I think I got it on a sniper once.
What do you guys think are the chances of a WOTC discount around Cyber Monday? I've amassed some steam cash but I'll have to add some more funds if I want to buy it now, it'd be cool if I it went on sale for like $30 total.
I think you got more chance of a Chirstmas / New Year sale for WOTC myself.
Playing through XCOM: Enemy Within with Training Roulette enabled, I really wish you could sell live aliens off to the Gray Market or at least get requests for them. Ethics be damned, I have a feeling Area 51 could use a Sectoid to spice up the decor. I'm sitting on at least three Sectoids and at least eight Floaters and Thin Mints because I went on an Arc Thrower spree for early plasma weapons, and I don't want to have to shoot them in the face because Thin Men are a pain in the ass to clean up after.
Hell, Vahlen even after she's already interrogated the respective alien, she always goes full "OWO YOU BROUGHT ME AN ALIEN DANKESCHOEN MEIN HERR ICH VILL BEGIN THE RECTAL PROBING" which implies there is SOME use to them even after you've lobotomized the poor bastards.
One other thing, why is it that I never see Sectoids use suppressing fire? I know for a fact that they're capable of it, UFOPpaedia, the wikia.com site and the multiplayer all clearly show that Sectoids are capable of doing so. The ONLY time I've seen it is in Long War during my brief install period before I uninstalled it when I threw a smoke grenade to defend against the ten that spawned in the very first Abduction mission.
[editline]November 4[/editline]
Actually, I lied. One other thing. Why can't I disassemble the nine Plasma Rifles I have to do research with instead of weapon fragments? I can understand if I'm constructing something like the Alloy Cannon from scratch, but the fucking thing is right here in front of you, and we have three spares. Pick the damn thing apart and get it to work instead of making me do a fetch quest.
Is rushing psionics a good strategy?
[QUOTE=Big Snake Bos;52857574]Is rushing psionics a good strategy?[/QUOTE]
Assuming you're talking XCOM 2, I'd say it's probably not. Psionics is unbelievably powerful, but it takes so long to actually get returns on that I would not recommend forgoing other early-mid game buildings to get it. Early game you need resistance comms, proving grounds, a power relay, probably a workshop, and the AWC. You could hold off on the proving grounds but that's going to really set you back on the avatar project front and developing ammunition, grenades, exo suit, etc. You could forgo the AWC, but only if you're really, REALLY confident in your ability to avoid getting your troops wounded, because those wound timers can really fuck you up. Delaying AWC also increases your chance of missing your window for your soldiers to get AWC bonuses, which forces you to either just go without, which means missing out on some amazing ability combos, or re-train a whole new squad of rookies, which would be horrible. You can't delay on power relay for obvious reasons, and I don't really see any way to delay resistance comms, because that means giving up most of your income and makes dealing with the avatar project nearly impossible. You could also forgo a workshop, but then you'll be so strapped for engis that you probably won't be able to staff the psi lab, meaning your psionics "rush" will end up taking twice as long once the lab is built.
So if you do delay on one of the other early game buildings, you get a psi soldier eariler, but that psi soldier probably isn't even going to be that useful to you off the bat because psi soldiers usually don't get to option to grab the really powerful abilities until a decent way up their trees. So you could be waiting a month or two before you're even putting them in the field.
Ultimately psionics takes so long to become powerful that trying to rush them means gimping yourself substantially for a huge portion of the game.
[editline]5th November 2017[/editline]
This is all coming from vanilla experiences, it might be different in WotC (though I doubt it, it seems like there's even MORE buildings you need to make in wotc)
Yeah in wotc the AWC has been split into two buildings,but you could forgo resistance coms for a bit if found some covert ops or resistance orders that increase coms until you get the first com building.
[QUOTE=JerryAnderson;52852121]
Hell, Vahlen even after she's already interrogated the respective alien, she always goes full "OWO YOU BROUGHT ME AN ALIEN DANKESCHOEN MEIN HERR ICH VILL BEGIN THE RECTAL PROBING" which implies there is SOME use to them even after you've lobotomized the poor bastards.
[/QUOTE]
Target practice for new weapons
Stress relief for the troops
Permanent slave for carrying around cups of tea and scones for Bradford. (the french maid outfit is non-negotiable)
[url]https://www.twitch.tv/samwitwer[/url]
Turns out actor who played Starkiller and VA of Darth Maul plays XCOM2 on his Twitch :thinking:
Is there any footage showing what happens if you lose a chosen base assault? I can't find it anywhere on YT. It would be cool to see how the aliens hand the world over to the chosen and see how each one forms the world in their own image. Or how the chosen would get back stabbed.
For some reason i went to sabotage a advent avatar facility and there was a berserker queen.Which is odd because i havent encountered the viper king yet.
Maybe because that facility was the second one built in the game while the viper might have been in the first built facility.
Any recommend overhauls that change the campaign? I got to the last level but I honestly didn't feel like actually beating the game because I didn't like the story [sp]Plus they threw 5 animes at me at once and it turned into a totally different game at that point and I was woefully unprepared.[/sp]
Just got a lockbox that gave me a something with raised aim and damage while disabling crits, with another part that gave increased crit damage per visible enemy.
[QUOTE=Doneeh;52869221]Just got a lockbox that gave me a something with raised aim and damage while disabling crits, with another part that gave increased crit damage per visible enemy.[/QUOTE]
I'd put the first on a heavy up-close and personal type and the second on a sniper with squad-sight
One part of xcom's design that always bums me out is that because the game gets easier as the campaign progresses, I end up in an kind of boring stomp by the end game, but if I try to start a new campaign on a harder difficulty I get curb stomped, because I've gotten rusty after playing a 20 hour cakewalk, and early game is much harder than late game.
Okay, I'm playing an Ironman campaign, and I got an avenger defense mission right in the endgame. I got cocky, and thought I could sneak my way right to the spike with my ranger, squad sight the spike, and end the mission really quick. The ranger got flanked by a gatekeeper though and is now bleeding out on the floor. Now with clever use of speed stims and psi inspire, it looks like I could bust the spike, carry the ranger all the way back to the evac area, and make it out before they bleed to death. It involves dashing my sharpshooter up, inspiring them so they can pick up the ranger and make a break for it, then doing a full dash to the evac zone, using a grenade to free up space on the one tile where they can stand, which is blocked by a big chunk of cover. But there's a catch: a bug is preventing me from picking up my ranger, even though I'm definitely standing next to the blocked tile where the ranger is. While I don't want to cheap out my ironman run by restarting the mission with a console command, I'm going to lose my only colonel ranger to a bug right at the very endgame if I don't. I did make a big mistake in letting my ranger get crit, but without the bug I think my ranger would survive. Am I honorbound to let the ranger die, or is it fair to restart the whole mission?
Agree: Restart Mission, the game fucked up
Disagree: Continue, you fucked up
[editline]8th November 2017[/editline]
I just wish I could try to execute my mad plan to save them, but I don't think there's any workaround to this bug other than just restarting the whole mission.
Reasons like that are why I generally go with 'soft' iron man playthroughs. I hold myself to soldiering on but reserve the right to undo a turn if there's a bug or crash (especially helpful with mods)
Then again it only works if you aren't tempted to save scum by virtue of having the option
I'm not sure if it's because I've enabled the Absolutely Critical option for EW, but the AI seems to be performing a lot more suicidal charges just to kill a single soldier. Can anyone confirm if this is related to the option? Or were Mutons and EXALT always Rambo?
I restarted the mission, and by hacking an andromedon shell I was able to very quickly take out the spike with squad sight. However, I stuck around a while seeing how long I could last just wrecking shit with a dominated gatekeeper. Well it turns out that AoE resurrect is very potent on a mission with infinitely spawning humanoid troops. Eventually I just left because I had like eight zombies and I was getting bored. Here's the end screen.
[t]https://steamuserimages-a.akamaihd.net/ugc/860612763718607483/AFE5A5CAED1D3AE59E267BFABAA762591EEFC2A0/[/t]
:thinking::thinking::thinking::thinking::thinking::thinking::thinking::thinking::thinking:
[editline]8th November 2017[/editline]
also spider stank
[QUOTE=JerryAnderson;52871598]I'm not sure if it's because I've enabled the Absolutely Critical option for EW, but the AI seems to be performing a lot more suicidal charges just to kill a single soldier. Can anyone confirm if this is related to the option? Or were Mutons and EXALT always Rambo?[/QUOTE]
The AI is not aware of Absolutely Critical to my knowledge, nor any other second wave options. Could it be that you're now inadvertently putting yourself in more easily flank-able positions while trying to flank the enemies?
I wonder if after terra invicta the long war team will make a long war mod for wotc,considering they wont update it to develop their game.
Maybe the next xcom game will come out by then
[QUOTE=Big Snake Bos;52872556]I wonder if after terra invicta the long war team will make a long war mod for wotc,considering they wont update it to develop their game.
Maybe the next xcom game will come out by then[/QUOTE]
Sorry to burst your bubble.
[url]http://www.pavonisinteractive.com/phpBB3/viewtopic.php?f=15&t=26982&sid=85930c921adaecfbb34e78cccc387f4e[/url]
[QUOTE=Skimask Pals;52873080]Sorry to burst your bubble.
[url]http://www.pavonisinteractive.com/phpBB3/viewtopic.php?f=15&t=26982&sid=85930c921adaecfbb34e78cccc387f4e[/url][/QUOTE]
they have said though that they are open to others porting it over though.
I don't really see why porting it would really matter though, I'm sure WOTC wouldn't really add much to Long War.
Other than perhaps the optimizations.
So I tried XCOM: EW's multiplayer for the first time, and I got fucking destroyed.
My squad consisted of two Muton Elites, two Thin Mints, a Drone, and an EGGSALT Elite Medic. Two heavy hitting tanks, combined with two wendigo cunts called Thin Men, a high-ish defense scout, and dem smokes and medkits. All in all, it sounds like a good squad.
So I start slowly advancing through the store for about three turns until I order my Thin Mints to hop onto a roof to flank his guys if he is also advancing through the store. I accidentally get LOS of his entire squad on the opposite roof. I get my guys into position to scream "IS THIS LOSS?" and bust through the doors and light 'em up. One Thin Mint got nuked by a Muton Elite's frag, and the other was flanked by a drone. I move forward, and spot a Sectoid Commander. Instead of trying to poison him, I acted like a dumbshit and shot him, which worked surprisingly. Then I opened a door with my Muton to try and throw a frag and finish him off.
That didn't work. Despite having LOS I couldn't get my frag to hit him, so I settled for shooting, and missed. This proved to be my undoing. He MCs my Muton Elite, and then starts throwing frags since he now has LOS of my entire squad. This went on for about three turns of me getting anally destroyed by aliens until the MC wore off, and then I got my guys bumblefucked by Sectoids and Mutons. The sole survivor was an EXALT medic until he was surrounded, and then he shot that stupid fucking Commander in the face before he died.
TL:DR: I get obliterated and die in multiplayer. Aliens are not nearly as accurate in multiplayer as they are in singleplayer.
[QUOTE=JerryAnderson;52873668]So I tried XCOM: EW's multiplayer for the first time, and I got fucking destroyed.
My squad consisted of two Muton Elites, two Thin Mints, a Drone, and an EGGSALT Elite Medic. Two heavy hitting tanks, combined with two wendigo cunts called Thin Men, a high-ish defense scout, and dem smokes and medkits. All in all, it sounds like a good squad.
So I start slowly advancing through the store for about three turns until I order my Thin Mints to hop onto a roof to flank his guys if he is also advancing through the store. I accidentally get LOS of his entire squad on the opposite roof. I get my guys into position to scream "IS THIS LOSS?" and bust through the doors and light 'em up. One Thin Mint got nuked by a Muton Elite's frag, and the other was flanked by a drone. I move forward, and spot a Sectoid Commander. Instead of trying to poison him, I acted like a dumbshit and shot him, which worked surprisingly. Then I opened a door with my Muton to try and throw a frag and finish him off.
That didn't work. Despite having LOS I couldn't get my frag to hit him, so I settled for shooting, and missed. This proved to be my undoing. He MCs my Muton Elite, and then starts throwing frags since he now has LOS of my entire squad. This went on for about three turns of me getting anally destroyed by aliens until the MC wore off, and then I got my guys bumblefucked by Sectoids and Mutons. The sole survivor was an EXALT medic until he was surrounded, and then he shot that stupid fucking Commander in the face before he died.
TL:DR: I get obliterated and die in multiplayer. Aliens are not nearly as accurate in multiplayer as they are in singleplayer.[/QUOTE]
First rule of XCOM 1 Multiplayer is that mind control is so overpowered you're shooting yourself in the foot by not taking at least one unit with it, because its basically guaranteed to go off and instantly give you a 2 unit advantage over your opponent (you have more one unit, your opponent has one less) for the next 3 turns, which is all it takes to tip a match in the direction of an easy win
Has anybody ever actually [I]played[/I] XCOM 2 multiplayer? I played a bit of EU multiplayer once in a while, but I could never manage to get into a game of XCOM 2 multiplayer.
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