• XCOM V5: Grazed shots still count as hits
    4,218 replies, posted
[QUOTE=_Axel;53069098]There's a mod which establishes a good middle ground, it doesn't set the timer on until you break out of concealment. This means you get to plan and set up your ambush before engaging and [I]then[/I] you have to do proceed quickly.[/QUOTE] There's also loads of ways to counter the timers in WOTC. What you just described is one of the permanent faction bonuses you can get. There's also other ones, like one that delays all timers by two turns.
Not to mention there's a second wave option that doubles all timer durations, which I use in every campaign because it's a nice middle ground imo.
Speaking of XCOM 2 second wave options, the Grim Horizon option seems tantalizingly close to the mythical "XCOM that doesn't get piss-easy in the lategame". Seems like it could get ball-bustingly hard though. I've started a campaign with it, rip me
I'm glad that this thread is picking up interest again. Here, have an MG42: [T]https://media.discordapp.net/attachments/388547072049020928/404543616443351040/XComGame_2018-01-21_01-51-39-874.png?width=891&height=448[/T][T]https://media.discordapp.net/attachments/388547072049020928/404542856364163072/XComGame_2018-01-21_01-48-19-885.png?width=891&height=448[/T] Soon-ish, attachments for the MG42 and maybe the Flammenwerfer 35 and M2 Flamethrower, if possible.
[QUOTE=_Axel;53069098]There's a mod which establishes a good middle ground, it doesn't set the timer on until you break out of concealment. This means you get to plan and set up your ambush before engaging and [I]then[/I] you have to do proceed quickly.[/QUOTE] What's the name of the mod? That's one I want.
So uh where does the time go when playing this game? I just played it 9 hours in a row and man, it felt like much less. I'm in the part when you're about to storm the alien base and also have to deal with EXALT, so far playing in EW normal Ironman I have had minimum loses, just 3-4 rookies and 1 Important dude. I did capture a thin man and the other required AYYYs but I was wondering if I should try and capture all other varieties of alien or not.
[QUOTE=P.;53069517]So uh where does the time go when playing this game? I just played it 9 hours in a row and man, it felt like much less. I'm in the part when you're about to storm the alien base and also have to deal with EXALT, so far playing in EW normal Ironman I have had minimum loses, just 3-4 rookies and 1 Important dude. I did capture a thin man and the other required AYYYs but I was wondering if I should try and capture all other varieties of alien or not.[/QUOTE] You get their weapons for free if you capture them them, as well as bonuses for research if you do the interrogations. Go for it, but don't risk lives for it
Holy shit, Guardian is fucking hilarious. Got 2 Overwatch shots in on the same guy in one movement and another one of a buddy of his. [editline]21st January 2018[/editline] [QUOTE=P.;53069517]So uh where does the time go when playing this game? I just played it 9 hours in a row and man, it felt like much less.[/QUOTE] I've got 14 hours in 2 and it really just blazed past.
[QUOTE=Sir Whoopsalot;53069465]What's the name of the mod? That's one I want.[/QUOTE] True Concealment, I haven't played in a while though so I don't know if it's still compatible.
legend ironman: In the second month I encountered the assassin in the hunter's region. She a had 4 armor and dealt 9 damage, instantly killing my ranger with no way prevent it. She clearly had late game equipment (such as that mask thing). Was this a bug?
[sp]Did I just see the assassin commit seppuku?[/sp] lol what a fucking weeb
Oh shit. NEW DLC LISTING [url]https://steamdb.info/app/268500/dlc/[/url]
XCOM: we get results, one way or the other! [t]https://i.imgur.com/XRXVzrv.jpg[/t]
for sure gonna be cosmetic, just hope it’s not as awful as the last time
Did the devs ever mention how they wanted to adopt a sort of Civ 5 model where new big expansion packs are added for a while instead of sequels, or am I misremembering?
[QUOTE=Kommodore;53072451]for sure gonna be cosmetic, just hope it’s not as awful as the last time[/QUOTE] Anarchy's Children 2: Anarchy Harder
[QUOTE=Sir Whoopsalot;53072450]XCOM: we get results, one way or the other! [t]https://i.imgur.com/XRXVzrv.jpg[/t][/QUOTE] you ain't seen wounds until you've done a 10-man mission in long war [t]https://steamuserimages-a.akamaihd.net/ugc/790792689436047402/5A14A22A24EB9C28A06B9C07E8794BA5D832CFB0/[/t][t]https://steamuserimages-a.akamaihd.net/ugc/790792689436047567/2646D8D6D5FE1B13BED63D0196A2A65B5AEF7023/[/t]
just lost my reaper sergeant in my first supply crate mission because I had no clue that activating a crate breaks concealment fuck!
[QUOTE=Turnips5;53073163]just lost my reaper sergeant in my first supply crate mission because I had no clue that activating a crate breaks concealment fuck![/QUOTE] Real talk how long do any reapers last in the early game for ANYBODY? I lose so many reapers in my campaigns because they're always going to be really far forward because scouting is their main appeal, and invariably end up getting flanked by some bullshit even with their tiny radius for reveal. All in all reapers have some fun abilities but don't really stack up to skirmishers or templars imo. I got a templar with the ability called "reaper" (no relation) and it just fucking decimated everything because instead of losing aim on every hit, they always have 100% aim and just get less damage. That's not too big of an issue when you have a massive AoE sword attack that can soften up any enemies who would otherwise survive being hit. Just generally, having that massive mobility and never needing to reload makes them so much fun to use, even if it's risky to try being aggressive with it. Skirmishers meanwhile get good dps, amazing mobility, and extremely reliable damage in the form of high ground Justice attacks. Stick on a good stock and you can be dealing 6+ damage per turn without even hitting any of your shots. Reapers get mediocre damage, a weird role as worse grenadier, and some good stealth abilities, though they're ultimately not[I] that[/I] much better at stealth than a phantom/conceal ranger which also gets huge damage with their shotgun. They're not [I]bad[/I], they can sub in for a ranger scout in a pinch, but they don't really stack up to the other two new classes imo. The whole thing where they have a chance to not be revealed is kind of useless, because you can never rely on it. 50% chance is way too low for it to really be useful outside of (oh, I wasn't revealed? Wasn't planning on that, that's cool). It's not the sort of thing you can reallly integrate into your tactics because you have no idea if it will happen until after you take the shot. Their best ability seems to be that one where they empty their entire clip into the enemy, that kicks ass. The upgrade to it also adds extra utility. Combo it with the biggest clip size upgrade you can find and you can delete any unit in the game as long as you take off their armor first.
I'm hesitant to buy WOTC because judging by the trailers, those ork-like aliens seem really out of place. What are your opinions on how the expansion affects the setting and whether it remains consistent?
[QUOTE=_Axel;53073372]I'm hesitant to buy WOTC because judging by the trailers, those ork-like aliens seem really out of place. What are your opinions on how the expansion affects the setting and whether it remains consistent?[/QUOTE] Orc aliens? You mean the lost? I personally found that they fitted into the atmosphere and world nicely. The story for them works well, and they are confined to certain areas. (That I can't say without giving away the initial story stuff.) And only show up on some missions outside of those areas as an additional thing. (Mods of which can be used to negate that fact)
[QUOTE=_Axel;53073372]I'm hesitant to buy WOTC because judging by the trailers, those ork-like aliens seem really out of place. What are your opinions on how the expansion affects the setting and whether it remains consistent?[/QUOTE] Most of the worldbuilding is massively improved in wotc imo. I really like the Lost cities because they tie things into Enemy Unknown in a really cool way. Those urban areas you were fighting in in the first game basically re-appear, but they're full of a hivemind sort of undead mutant population, all from radiation from those green abduction pod things from the first game. Besides the gameplay of the lost cities being really refreshing I love that they connected things to the first game. The map design is also reminescent of urban areas in EU (except every building has apartments on the second floor now), which is a cool callback. There's also the occasional area thats been overrun with alien flora, which I like. That sort of thing was in the gatekeeper mission in the base game, but in wotc you see it in proper procedurally generated maps. The normal city center maps get these sort of sewer canals occasionally, which besides adding an element of verticality also make the logistics of everything seem a little more realistic. As far as the chosen themselves go, I have only good things to say about them gameplay-wise. They make things much more tense and dynamic. Thematically they're trickier to pin down. I think they do a decent job of making it very clear that these guys are the elders' fuckups, they're way too unpredictable, aggressive, and occasionally insubordinate, which I think goes far enough to make them not seem too weird compared to the otherwise mindless, perfectly obedient drones ADVENT is sending out. I think the game does a good enough job of not taking them [I]too[/I] seriously, the whole point is that they're kind of all a bunch of edgy reggies that take themselves too seriously, which is part of the fun. By the end I kind of regretted having to kill the Hunter after all the fun times we had together. Keep in mind that they also used to be human. They're heavily experimented-on humans that basically turned into psionic super-teenagers, angst and all. So it's not like they're some random alien race that just happens to speak english and all even though every other alien doesn't. The whole point is that they have human faults because they were humans to begin with. [editline]22nd January 2018[/editline] [QUOTE=Jamie1992GSC;53073418]Orc aliens? You mean the lost? I personally found that they fitted into the atmosphere and world nicely. The story for them works well, and they are confined to certain areas. (That I can't say without giving away the initial story stuff.) And only show up on some missions outside of those areas as an additional thing. (Mods of which can be used to negate that fact)[/QUOTE] I think he's talking about chosen. [t]https://i.ytimg.com/vi/6C3A9ihT7jw/maxresdefault.jpg[/t][t]https://i.ytimg.com/vi/R6PkDHuaXi8/maxresdefault.jpg[/t]
Oh, that would make more sense with the whole Orc thing.
[QUOTE=Mort Stroodle;53073356]Real talk how long do any reapers last in the early game for ANYBODY? I lose so many reapers in my campaigns because they're always going to be really far forward because scouting is their main appeal, and invariably end up getting flanked by some bullshit even with their tiny radius for reveal. All in all reapers have some fun abilities but don't really stack up to skirmishers or templars imo. I got a templar with the ability called "reaper" (no relation) and it just fucking decimated everything because instead of losing aim on every hit, they always have 100% aim and just get less damage. That's not too big of an issue when you have a massive AoE sword attack that can soften up any enemies who would otherwise survive being hit. Just generally, having that massive mobility and never needing to reload makes them so much fun to use, even if it's risky to try being aggressive with it. Skirmishers meanwhile get good dps, amazing mobility, and extremely reliable damage in the form of high ground Justice attacks. Stick on a good stock and you can be dealing 6+ damage per turn without even hitting any of your shots. Reapers get mediocre damage, a weird role as worse grenadier, and some good stealth abilities, though they're ultimately not[I] that[/I] much better at stealth than a phantom/conceal ranger which also gets huge damage with their shotgun. They're not [I]bad[/I], they can sub in for a ranger scout in a pinch, but they don't really stack up to the other two new classes imo. The whole thing where they have a chance to not be revealed is kind of useless, because you can never rely on it. 50% chance is way too low for it to really be useful outside of (oh, I wasn't revealed? Wasn't planning on that, that's cool). It's not the sort of thing you can reallly integrate into your tactics because you have no idea if it will happen until after you take the shot. Their best ability seems to be that one where they empty their entire clip into the enemy, that kicks ass. The upgrade to it also adds extra utility. Combo it with the biggest clip size upgrade you can find and you can delete any unit in the game as long as you take off their armor first.[/QUOTE] Personally I found the Skirmishers as the least useful of the three new classes. I found Reapers to be super useful for scouting ahead and with a few levels they can do a surprising amount of damage from stealth. Maybe it's just a matter of playstyle which one you find the most useful.
Agreed. I found Reapers to be the most powerful and managed to get the first reaper you get through to the end game on my first run just due the sheer damage and scouting ability they allowed, combined with some Squadsight snipers, you can wreck havoc on distant pods before they manage to come face to face with your main front line troops. The Skirmisher I found second useful and the Templar I could never really get to work right with my entire playstyle.
Tier of the hero classes (in my opinion) 1. Skirmishers (grappling people is sick) 2. Reapers (strong as fuck but not as cool as skirmishers) 3. Templars (they were useful like once)
I'd put them as 1) Skirmishers: Constant reliable damage, massive mobility. Can't go wrong. 2) Templars: Slow to start but they're phenomenally powerful at later ranks. Maybe it's only because I got the "Reaper" ability though, that is so, so strong with them. They can just chain kill entire pods with that. The ability to summon a ghost to sponge damage and ALSO use reaper on people is also fucking amazing. Anything that gives you more disposable units to tank damage and kill people is an enormous advantage imo, it's why psi units are so overpowered. And there's a lot of utility to the Void Conduit. You can use that on Avatars, fyi. 3) Reapers: Great early game, but are pretty much trumped by rangers at most everything midgame and beyond. They don't have much utility to make up for the massive crit damage 100% shotgun shots that you lose out on by choosing a reaper instead of a ranger. Rangers are almost as good at stealth as reapers are.
Templars are great, melee all the things, then parry when you're done.
[QUOTE=Cows Rule;53073812]Templars are great, melee all the things, then parry when you're done.[/QUOTE] Totally agree, in my last playthrough I had a templar with bladestorm who was an absolute monster. Powerful defensive skills, good melee damage and really good utility skills make a good package.
I never take Skirmishers because they always just die in my playthroughs.
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