"An ADVENTfag is the only one organized enough to make your threads" Edition
Previous Campaign: >>120465767
XCOM GENERAL (full information, all links):
Viva la Resistance! (<<<NEW>>>)
PAX Mega Panel:
Games-COM XCOM2 Gameplay:
https://www.youtube.com/watch?v=2VTGL4nWiJM<Welcome to the Avenger Gameplay
https://www.youtube.com/watch?v=a7EnrZ_aHuU<Strategy Layer Breakdown
XCOM 2 AT GAMESCON 2015 & Q&A:
Long War download link:
/xcg/'s Long War FAQ (new players read this shit):
Dreadnought MEC Trooper voicepack:
Extra perks to add for Training Roulette:
hugely detailed spreadsheet:
MGS-themed codename list:
Alternate in-game text .inis (AYY LMAO):
>b15f : https://dl.dropboxusercontent.com/u/19805654/ayylmao.7z
/xcg/ Operation Name Generator 0.1 (doesn't take effect until you get a new mission):
xcom is a bad game and not fun and I'm not sure why I still even try to play it because it's not like I enjoy it
btw these guys died as soon as the turn was over but that's just me needing to git gud or something, I figured that maybe putting them in a good position in a cover-crowded bookstore that's hard to shoot in would be safe but nah fuck that shit
shoulda used scanners and airstrikes and Last Stand Pro or whatever
Her voice grates on me, so pass. Would only fuck her if she was gagged.
Noir, new thin guy pr0n when?
You're right. Will fix for next time. I've switched everyone in my campaign to his voicepack and it's a lot more fun.
Link to download voicepack: http://www.mediafire.com/download/m7a1pd46g50821x/BeaglerushVoicePack.rar
Demo video: https://www.youtube.com/watch?v=xz1YVT3ZIUs
>early game is a meatgrinder, your guys will die, deal with it
I dunno, you guys (and other places tbh) keep telling me that losing guys is a sin and that I need to Git Gud and that the only excuse to even have a memorial wall is having played the tutorial with its mandatory squad wipe
and even with just ~dealing with the damage~, having 3 guys to face 9 ayys is not exactly a winnable situation especially when I have a wasted turn because everyone is busy panicking
/xcg/ is overrun with shitposters. Pay them no mind. Being able to overcome some losses and triumph over the odds is the sign of a good
masochist who plays this game too goddamn much
>/xcg/ is overrun with shitposters.
>missed the "(and other places tbh)"
and honestly, having played the original game, if you're losing people that have actual value, you are bad. I'm told the new one is in fact easier, but everyone is so much higher value, so if you're losing anybody I gotta agree that it's a fatal error and it means you're bad and should either reload, restart or restore
>Last Stand Pro
could you imagine if they made an XCom themed shooter
that shit would be crazy
good thing it never happened
So wait, you haven't played the new one? But you feel qualified to tell people they need to restart or savescum if they lose anyone because that makes them bad...
Its a pretty trash opinion to be honest, and pretty hard to take seriously when you say you haven't even played the game.
A sign of a good player what they do when it happens, adapting and winning anyway. A good player can still loose someone even if they play perfectly. Restarting is just refusing to accept the consequences of your actions most of the time.
>So wait, you haven't played the new one?
no I'm saying I've played both
you are illiterate
>A good player can still loose someone even if they play perfectly.
I'm told otherwise
also I should clarify; I've played EU1994 and EU2012 and EU2012 is definitely harder, but in more unreasonable ways
EU1994, you lose a man, okay. fine. That's XCom. but you have 20 more in reserve and brought 10 with you and everyone is armed with miniguns firing incindiary and HE rounds assuming you didn't pack grenade launchers and man-portable tank cannons.
but the new one, holy shit, you lose a man and that is 25% of your manpower gone for that mission, and a 100% drop in combat effectiveness for the coming turn because everyone is in a panic (probably shooting everyone else in the team) except you can't reliably avoid enemy fire like you could in the old one
by breaking LoSbecause of peeking mechanics and the complete absence of multiple-tile wide full cover being close to any other similar cover on most maps and "normal" cover being all but worthless because you get wallbanged like it's fucking CoD4 with brazilians, and there's no way to mitigate any bad situations since falling back means getting the air saturated in plasma from overwatch fire, rushing forward means maybe killing two ayys but leaving another 7 aimbots to your 4 first-day scrubs, and hunkering down is meaningless since you still get shot for 6+ damage through cover from anything that's not a sectoid, and even the 4 damage that they do will still send dudes into a panic and rob you of a turn. and god forbid anyone hit from overwatch. it used to be you get 9 shots a turn and a bunch more if you try to hold what you've got, but now it's one shot, three before a reload but the overall accuracy hasn't changed so no one on your side will hit anything before being burned alive by nuclear fusion
Hey guys noob here again, still on my first playthrough.
The aliens are in my base, they almost killed central. It gives me 12 slots, and says some of them won't make it to the combat zone.
Do those who fail to reach the combat zone die or be fatigued/wounded afterwards? Is this the final mission? What kind of squad would you suggest for this?
Base Defense. Gear up 12. 5(?) Are selected for the actual mission - you get 1 more in a round or 2, and one more every time someone dies. Those who do not see action are not fatigued or wounded. Try and gear up to deal with lots of contacts very quickly - you will certainly see mechanized foes. Double up on key units in your force - squad selection is random, so if you REALLY want an assault, for instance, it might make sense to gear up 2 or 3. Just be prepared for what to do if all three happen to show up. Good luck.
>implying 2-3 assaults with high-level gear is ever a bad thing
No, I'm not illiterate, your just not defining the terms your using. "The original" commonly refers to x-com: ufo defense, and then you go on to say you've been told the "new one" is easier. The new one would be the remake. When people mention vanilla xcom in here that means xcom:ew, since the expansion pretty much is just a straight upgrade to UE.
I dont know who told you perfect play means no dead soldiers but they are wrong. No matter how good you are, one or more unlucky rolls could lead to someones death. This is why good players strive to make sure aliens never get a shot in and try to only go for 100% killshots or explosives, but in the end, at multiple points in the campaign they have to roll the dice, and soldiers life is left to chance.
I'm playing through vanilla classic right now, and no one has died yet. But i know there were multiple times already that if a roll went wrong they would have died. In my previous run i lost 8 people, but i never dropped a mission so i cleared the campaign.
I agree with the first section for the most part, but early game with psionics in the original could wreck you if you got unlucky regardless of what you did. Not to mention early base defenses.
The second part just descends half way through into the usual rantings you post regularly.
>"The original" commonly refers to x-com: ufo defense, and then you go on to say you've been told the "new one" is easier. The new one would be the remake.
that's what I mean. the old one is EU from 1994 with gaudy blue pauldron personal armor, the new one is EU from 2012 released by firaxis.
>I dont know who told you perfect play means no dead soldiers
everyone pretty much
anytime I say "why did this guy get hit, I moved him as best I could, there was no better option, what did I do wrong" the answer is some "break los" or "use scanners" or just "git gud" shit
if I miss a shot, it's the same shit of you weren't close enough, you didn't use run n' gun, you didn't have in the zone, you didn't bring scopes, you didn't git gud
and even if 100% of all advice from forums and wikis that I've read is an elaborate troll, it doesn't change that going from 4 idiots to 3 idiots is a massive blow that basically guarantees a failed mission
It's didn't mean to imply that is was - merely that you'd play different with 3 assaults than with 1 assault, and engineer, and a medic, for instance. You need to be ready for anything going into a base defense, and be able to improvise based on who gets picked and what you face.
>Rocketeer Sergeant that has blown the fuck out out of entire squads of sectoids and thinmen by himself in the past
>Has 14 health
>Takes one damage from a sectoid
>THIS ISN'T HAPPENING, THIS CAN'T BE HAPPENING
A stress meter similar to Darkest Dungeon might be a bit more sensible, though I doubt they'll ever be one.
If I kill myself who's gonna satisfy your wife sexually?
If I throw my computer out the window, who's gonna be adding value to your miserable life by giving you the attention you keep begging for?
So if an alien war really broke out, would you anons expect the war to be more like vanilla (abuction/ufo/terror every week or so) or more like long war (bullshit every day)?
I'd say the former for fear of the latter
>sectoids show up
>particularly burly men punch them into paste
>thin mints revealed
>all the "REPTILIANS!" conspiracy theorists blast them to pieces with fuddguns
>mutons come by
>yet again, burly men suplex them into dust
>sectopods show up
>they get run over by 30 year old tanks and reduced to "alien alloys" by iraqi and iranian airstrikes
>etherials try to mind control world leaders
>it doesn't work because the UN is completely useless and the US and Russia independently veto everything and then stomp any dissidents within their borders, ayy or non-ayy
>aliens eventually fuck off because Earth is already strip mined out anyway and humanity holds little of value other than advanced shitposting
>hostile UFO craft lands
>sending in only 4 people with no air support, extra snipers, adequate weapons, or even a fucking map of the area
xcom is hilariously mismanaged and is basically a joke compared to any modern armed force
I'd expect it to either last a few moments, resulting in our annihilation, or millennia, with the squads being academics armed with supercomputers with which to calculate ballistic trajectories.
Should those two links go into the actual OP next time?
>worthless rookie is iced
>meh, I'll be done with this level in 3 turns tops
>ayy moves next to panicky nipnong nurse
>it's just like my japanese porns
>can't save her, dealing with all the other ayys, 2 more turns and it's over
>dolphin eater is killed
>due to sailormoon dying, my last 2 soldiers panic
>one more dead
When the nip nurse panicked, the whole squad choked, in waves. This is so realistic.
Holy shit the aliens are so smart, on the 6th a battleship shot down my satellite over my base, and later this month an assault carrier shows up. I had to pull my best guys out of psi training once I had the satellite back up and saw a contact heading for my base. I never thought they'd try to hide the base assault.
That could totally be done well though. Thing is, it wouldn't be, so, yeah good thing that didn't happen (I'm not counting The Bureau, as that was old old invasion based and all).
Add destructable environments, good cover mechanics, an rpg element or two, actually, almost every talent in even Long War trees could be fashioned into a shooter perk.
Fuck it, I'm in, let's blam some ayyliums!
>XCom is an easy game and if you lose people you are bad. If you get hit, you are bad. If you don't have lasers by april and gauss weapons by may, you are bad.
man i'm terrible
Any society with the technology to get here is capable of either immortality (or immortal life spans to us, effectively), or near to faster than the speed of light travel.
Something going just a third the speed of light, that weighs about what the space station weighs, colliding with the planet, would put out about 140 times the energy of the world's entire combined nuclear arsenal.
If their only goal is our destruction, the war would be over in literal seconds.
Shut the fuck up, lasers you should have as early as possible yeah; but gauss takes a lot of engineers and scientists to get. Not even the luckiest gauss rush would have them by May.
It's not about needing it ya babby.
It's all about having it. Just because you can. Because you're good and don't give excuses like "waah i have to sell everything" "waah i need too many engineers" "waah it's hard there's not enough time"
Not having Gauss by may shows how bad at the game you are. I bet you play on Easy and uses a cheat mod from x-com nexus.
Mister Zhang's wild graveyard shift on ironman. Shit is way too spooky.
How the actual fuck do you deal with Psionics in Xenonauts?
Every campaign gets absolutely ruined by mind controlling Caesans in the late stages, and constant morale breaking PSI attacks. Bravery seems to do nothing.
Why do I keep getting shit maps for terror missions? Shit like street hurricane, newfoundland and the docks map. It's fucking infuriating because the civilians run to the map edges with a dickhead cyberdisc sitting in a group of 9 people.
This is either memeing or you are blissfully innocent,
Anyway, mine is first time doing Gangplank, coincidentally during my first ever LW run. I was on bronze+honestman to avoid severe glitches. I went in blind and fuck if the disk didn't punish me for it. Had a fucking heart attack when I thought I had it all figured out and he just came straight out of nowhere oneshotting my scout, no activation or anything. Doing the Uber fight without losing anyone is a lot easier than that fucking guy, assuming you don't know what you're getting in to in both cases.
>XCom is an easy game and if you lose people you are bad. If you get hit, you are bad. If you don't have lasers by april and gauss weapons by may, you are bad.
Are you talking about LW here? Cause oh boy, you have never played ironman impossible. You're calling a guy bad because he gets hit sometimes, in a game completely based on dice rolls? I know we say you should break LoS whenever possible but in some situations you get dealt a bad hand and that just isn't an option, so you HAVE to put someone - or in that case, preferably everyone - in the line of fire. At some point you're going to get punished for that, and while not a good sign, that in and of itself doesn't mean you're bad at the game.
Using cheats to enhance research progression then bragging about some other guy being worse at the game than you because he's not an obnoxious little shit however, is.
I don't know why I'm replying to the shittiest bait in the history of /xcg/ but hey, makes about as much sense as posting it did.
Vanilla site recon is pretty tough.
It got a lot easier in LW.
You could literally just stack movement, flashbangs and destroy everything
Now they added thin mints and seekers, which makes it just a little more difficult, but still managable.
>chisel at chrissie till it reaches 1 HP
>flanks my guys in his turn
>3 80% reactions, no hit
>right next to my medic
>100% overwatch shot from medic
>it's a miss
>regenerates 4 HP
>my turn now
>medic plasmaed at him and tried to kill him
>1 HP left still
This RNG is trolling me.
>anytime I say "why did this guy get hit, I moved him as best I could, there was no better option, what did I do wrong" the answer is some "break los" or "use scanners" or just "git gud" shit
People have been spamming that shit for how long?
I haven't been around since just before long wang b15 came out and it wasn't like that then.
For when Page 10 hit us again.
Welp, rip no death vanilla campaign. I had a disabling shot sniper with what should have been los on the mechtoid, but despite blowing up all the walls to get sightlines, ladders are invincible and apparently block your vision.
Aliens too smart, broke los
I had my critical sniper shots blocked so many times by the aliens smart positioning that I'm no longer surprised when that happens.
In LW is not that bad as there are other tools in the toolbox but, in EW, it is quite bad as you don't have that many options to begin with unless you count an early Ghost Grenade as an option.
LoS is one of the things that has cost me the most in XCOM.
No wonder why people
How spoopy. Sectoids are cuter than that, even.
Snapshot also has the benefit of better crit chance since its easy to keep snipers in sight of targets, which in vanilla isn't too much of a problem since they aren't that squishy
great so I can have snipers that are useless and won't rank up because they're too busy either not killing or actively dying
>relying on the double-RNG that is crits
Headshot + sniper rifle crit chance + exposed target=100% crit chance
Sniper rifle crit + exposed = 80% (with the laser rifle, 85% with plasma)
Rifle crit + headshot = 60%
Never falls below 50% and with headshot it can be guaranteed.
This is crit chance, and you have explosives for a reason. This stuff is pretty simple, not complitcated or rare situations.
Simple as toss nade, blow up cover, move up sniper, headshot the target for 100% hit chance and 100% crit.
normal first time i guess
i started from long war but i'm not sure if that's the best thing to do
I went for the highest.
My goal with red fog was to simply eliminate all of those RANGER moments. If an alien is at half health, it barely has any penalties and can function fine. But once the health is low enough that arc throwers can get them, then their performance drops quite heavily quite fast.
I've been considering a Brutal Xcom mod for Doom, but I'm really lazy. Like you're the last Xcom guy in a squad, and you have to do whatever. Get back to base, kill some ayys etc.
As a man who is in both the Doom and Xcom thread right now... please do this.
Be neat if there were potential destructable environments and stuff, but, limitations of the engine and all.
Testing Collateral Damage has revealed a few things.
1) It only does 1 damage rather than the listed 34%. Tested with Minigun and Particle Cannon. Expected damage was 2 and 4 respectively on 0 DR targets.
2) Having both HEAT (+2 damage against robots) and Flak Ammo (+20% damage against fliers and can target fliers (it could already target fliers) and is supposedly supposed to be +2 damage minimum) gives....3 damage. Tooltips/wiki is lying about something.
3) It does not apply Shredder or Holo-Targeting.
4) It's fucking garbage as it rarely ever destroys any cover I aim it at.
What the fuck Long War devs. This used to be an actually usable ability. No wonder Shoguns are hot garbage in b15
Went to a costume party today so I haven't been around, and I'm sure most of the general was out and about, or at least giving trick or treaters candy.
If you haven't, shame on you.
I'd like to, but I am soooo lazy. I haven't fucked with Doom mapping ever, either. I've made some little weapon mods, so I get how that works at least. Big question would be, use aliens from UFO or EU?
Personally, I'd be cool with either, if you're looking to get them recognized and understood by the most people, EU would probably be the best bet.
Doom thread, and moreso the IRC have a lot of people who would probably be glad to help out.
>tfw wanted to go as an EXALT member for halloween but no one actually sells scarves/keffeighs in the right orange/yellow stripe pattern
weird that it's easier to get magazines full of real ammunition to strap to my vest than it is to find a fucking scarf in the right colors
How do you not get BTFO in long war?
>playing LW for the first time
>tactical battles went pretty good
>rushed beam lasers
>can't actually use them because they're all broken and I can't build a repair bay because of lack of power and space
>turns out ballistics are pretty good too
>middle of may, things are looking good
>string of bad luck gets all my interceptors damaged
>first satellite gets shot down but i've got a spare in the pipeline
>second gets shot down
>one sat left and 2 interceptors are repaired
>launch them to defend my last sat
>can't kill the raider and both ceptors are down for 8 days again, last satellite gets shot down
I've got 3 uplinks, that's probably too many?
IIRC my build order was 2x uplink, Alien Containment, 3x generator,officer school, lab, uplink.
Foundry and more power for other stuff will be done in early April, I guess that's too late?
I'm only know starting to switch to laser cannons, should I have built them earlier?
Are Phoenix cannons a decent stop gap measure?
Are 6 ceptors enough for a continent?
Should I just restart or is that game salvageable? I've only lost 3 soldiers so far but on the other hand I've got no satellites, one I could launch and won't have any ceptors for another 10 days.
By not not playing on normal when I played Long War for the first time.
You pretty much need a normal mode campaign for a bit to get the feel for it, also for Long War the two big problems are terror missions causing panic and the air game. In the FAQ it says you shouldn't sat rush. In May you should only have one continent with sat protection and you should try to go for laser cannons for your ceptors relatively quickly.
Also, if you have 6 ceptors on the continent and still running into problems, look up strats for them if you are. Such as using aggressive for rookie pilots and normal for really skilled pilots/laser cannons.
If you're STILL having trouble, put 2 ceptors on another continent and swap them in if you are getting fucked too hard in the air game.
>Should I just restart or is that game salvageable? I've only lost 3 soldiers so far but on the other hand I've got no satellites, one I could launch and won't have any ceptors for another 10 days.
Take a screen shot of your panic screen.
Lost 2 countrys, 1 orange, 3 yellow
I guess it's not actually that bad, I have enough money to get 1-2 more ceptors or replace the satellites but I could have had laser cannons much earlier.
Easily salvagable. The fuck happened in NA and monkeyland though?
Just focus all your sats/ceptors on europe and you should be good for a few more months.
You really Really REALLY need to get sats up(once your ceptors are ready) over russia and germany, you can't have those be the highest panic or they send terror ships there and it would cause panic in your already satted controls and it'll just landslide. Afterwards, try putting sats over africa or asia.
Also the weapon durability shit sucks, turn on that second wave mod that prevents shit from needing repairs. It was added in beta15 for some ungodly reason and makes it so you always need: enough of an item to kit out your main squad, extra for special situations, even more extra for base defenses, AND EVEN MORE EXTRA FOR REPAIRING!
>The fuck happened in NA and monkeyland though?
The US was the first country to withdraw, not sure what happened in Mexico
SA is probably that high because of a Terror mission with a bad spawn location and a gazillion Crysalids, I think I managed to save 2/18 civilians
One bad terror mission doesn't knock panic up that high that fast.
They must be bombing it to shit then, its fine, nothing you can do about that that won't hurt you in the long run.
Both are turn based
There is no FPS mode
There is nothing wrong with weak points because weak points make sense, vehicles in real life have sections that are weaker, the head of a person is his most vital point.
Meanwhile in XCOM not only we have fuck all compared to VC, but we still can't fucking target cover or walls and have to rely on the RNG of the animation to do that shit for us, it's so fucking stupid and it's something I was expecting them to fix in XCOM 2.
>but we still can't fucking target cover or walls
>what are grenades
>what are the tons of abilities that specifically target cover destruction
Do you complain about Fire Emblem being archaic too, little weeb?
X-com battle system is fine. Just add some new toys for us to play and it's perfect, don't change something that is not broken because some shitty weeaboo played Valkyrie Chronicles and wants his blue haired waifus on it
>X-com battle system is fine.
It's fucking not, it's inferior in every single way without a reason for it being so.
Also the reason you gave are bullshit, grenades and collateral damage on mecs are not "tons of abilities", then you have normal guns breaking walls easily in the base game but you still can't manually target them and positional damage on enemies is nonexistant, not to mention we still don't have fucking vehicles.
>waah it's too hard to aim in x-com i want my rookies to noscope headshot the aliuns from far away :(((
Maybe someone forgot to tell you X-Com is not supposed to be easy and your soldiers are not supposed to be uber machines headshotting enemies with pinpoint precision
and? it's a tactical SQUAD game, not CoD or Command and Conquer. do you complain about not being able to save hostages with a tank in Rainbow Six Vegas too? jesus christ you moron
Go back to your weeb games, you can't romance a pink haired 12yr old girl in x-com, the game will never please you
You're a retard, VC is still a turn based game based on stats just like XCOM is, there is a targeting reticule and unless your soldiers have perfect stats the shots will always be affected by stats just like in XCOM, the difference is that in XCOM there is that retarded system where every barrage is either a complete miss where he shoots fuck nowhere or every shots hits dead on it's target, there's no argument to be had here, it's just shit in comparison.
And you're a weeb. I'd rather be a retard then.
You know (probablyh not judging by your stupid posts) that X-COM combat is supposed to be in real time and the only reason the animations don't reflect this is because testers found the shootouts annoying, right? So sorry if you think your heavy not being able to masterfully aim his LMG on the tiny head of a thin man while his ass is being shot from all sides is a design flaw, because it isn't. The only class that should have the skill and time to make headshots (snipers) guess what - they do.
If you like Valkyrie Chronicles so goddamn much then go play it instead of complaining about a different game being different
Lol, sorry for comparing it to an 8 year old console game that does everything XCOM does but just better, I kinda wanted a series I love to improve but I guess that's too much to ask.
Oh back to the shit gunplay and gameplay, but hey, why improve when there are idiots like you that eat shit up without complaining?
>So sorry if you think your heavy not being able to masterfully aim his LMG on the tiny head of a thin man while his ass is being shot from all sides is a design flaw
Time doesn't stop while you take aim in VC, if you are under interception fire and you take your time aiming you get killed, that's not an excuse.
>what is abstraction
Xenonauts must be better than XCOM then, it has more buttons.
Fallout combat is better than Jagged Alliance 2 because you can target eyes.
7.62mm is a better game than Silent Storm because it models damage better.
yeah sorry for not thinking anime would improve x-com. baffling i know
also do you have any idea about how old the x-com series are or you just went full shitposting already?
the excuse for VC is that they're all magic special snowflakes anime teenager soldiers
which is far from being the intention of x-com that goes out of their way to show you how hopeless and pathetic your puny soldiers are against the aliun menace
>yeah sorry for not thinking anime would improve x-com. baffling i know
>art style= gameplay mechanics
You truly are a retard aren't you.
Like no one mentioned XCOM should change artstyle, but apparently it's too hard of a concept for you.
It's called a strawman.
>A straw man is a common form of argument and is an informal fallacy based on giving the impression of refuting an opponent's argument, while actually refuting an argument which was not advanced by that opponent.
You're the one coming here to tell us about how VC did EVERYTHING better than X-COM
Also it's not just art style, VC plot is anime as hell and you know it, and that even spills into the game mechanics for some characters
>You're the one coming here to tell us about how VC did EVERYTHING better than X-COM
>I don't understand why firaxis still keeps this archaic combat model when weeb games like VC have much better gunplay with stuff like weak points etc.
You still haven't provided a good argument for why XCOM should still have this shit gunplay model, instead of going rogue with unrelated shit about anime teenagers (what the fuck? Who gives a shit no one mentioned them) stick to the gameplay mechanics, also please stop using the magic headshot argument, I already mentioned that the targeting reticule size is based on stats.
I genuinely felt bad for poor freeman918
That roadway terror
5% floater hit
dat entire map activation
the 98% misses
ebin launch :^)
I still can't believe he made it out with only 2 dead
the guy's pretty gud
>You still haven't provided a good argument for why XCOM should still have this shit gunplay model
>which is far from being the intention of x-com that goes out of their way to show you how hopeless and pathetic your puny soldiers are against the aliun menace
you don't have inate super soldiers born this way through the power of friendship or whatever bullshit, you have rookies that you train and shape up into super soldiers to fight even more dangerous aliens
they are supposed to suck, they are supposed to be hilariously underarmed to fight aliens, they are supposed to miss shots and eat crits because they're goddamn rookies fighting an unknown menace from outer space. by the time they're good enough to the point you want them to be being able to target a head or not barely matters
>you don't have inate super soldiers born this way through the power of friendship or whatever bullshit, you have rookies that you train and shape up into super soldiers to fight even more dangerous aliens
What the fuck are you talking about, we're talking about gameplay mechanics here not balance, why should the game lack a targeting system to destroy cover when weapons are clearly shown that they can when your character misses, why every hit should be a dead on barrage of shots that hits or completely misses, why are there still no vehicles when the maps can clearly accomodate them, why is there still no tactical damage whatsoever.
And this is my personal preference, in VC you can't get close to someone without having him fire back, in XCOM you can literally get in his face if he didn't use overwatch which seems a little dumb since you shouldn't have to use an ability to fucking shoot at someone running toward you, but yeah, that's my opinion.
>why should the game lack a targeting system to destroy cover
they don't, you're just complaining about having too few options
> why every hit should be a dead on barrage of shots that hits or completely misses
read the fucking post
"barrage of misses" stops being a complain after a few ranks unless you're stupid like DSP and wants to hit a full cover aliun on the other side of the map with a 33% chance and then complain about RNG
>hy are there still no vehicles when the maps can clearly accomodate them
That's not the focus of the game, it's based about maneuvering your men around places, not vehicles
Also only few of the maps could ever have a vehicle (that would totally suck because you would be able to do anything better on foot), the majority of the rest are not suitable for them, like all the urban maps that concentrate on interiors or all the interiors maps or all the goddamn UFO maps
x-com has plenty of gameplay tidbits that could be improved for x-com 2 but you are focusing and bashing on the least problematic ones
>"barrage of misses" stops being a complain after a few ranks unless you're stupid like DSP and wants to hit a full cover aliun on the other side of the map with a 33% chance and then complain about RNG
33% is not zero, some shots should still have a chance to hit, this does not excuse anything.
>Also only few of the maps could ever have a vehicle etc.
So? Make them impossible to deploy in indoors, problem solved.
>they don't, you're just complaining about having too few options
It's completely based on RNG, when your guy misses and he breaks his cover that's poor design and gameplay, you should be able to direct your shots to destroy cover like with mecs or completely remove the collateral damage from personnel guns.
>33% is not zero
it's not 100%
it's more than probably that you will miss, stop crying
>makes them not being able to be deployed in 80% of the maps
hoo let's waste money and resources making vehicles and vehicles mechanics to use in four maps only.
don't be stupid
>destroying cover is based on RNG
no it isnt, only on LW, complain about it with their devs
vanilla grenades always destroy cover and vanilla skills that destroy cover (like the MEC ones) always destroy it too
also everyone can pack grenades so don't give me the "but i want to destroy cover without having to use MECs" bullshit
>it's not 100%
>it's more than probably that you will miss, stop crying
You literally said nothing but stop saying things I don't like :(
>hoo let's waste money and resources making vehicles and vehicles mechanics to use in four maps only.
Yeah let's not waste money in improving the game.
>no it isnt, only on LW, complain about it with their devs
It's the same in vanilla.
Ah, the VC weeb is back. Good to see you, m8.
In reality, you can just mod half the shit you're talking about into the game. So why whine? It was never going to go in a direction like that in the first place, and to expect it to is hilariously naive.
Like I said last time you were here, UFO Defense had a better damage model than VC did in the first place, as well as a plethora of mechanics that it doesn't, and it was the first entry in the whole franchise; a game XCOM should take cues from over VC, hands down. But it shouldn't take cues from it if it isn't designed from it's core to actually work with them; you don't just throw more mechanics into a game and call it better. It isn't always the case. Men of War is basically autistic and it isn't the best RTS of all time by any stretch of the imagination.
You are the wisest of niggas.
>always train three soldiers of every class to the max for my squad
>two using my favourite skill progression and another picking the other useless skills just for variety and fun
>my two supports with sprinter and medikit skills died and now i only have the one with stupid smoke grenades stuff alive
I don't know if this means that the shitty abilities are more fitted to survival or not honestly
Oh fuck off game
Just lost my best soldier (psionic + a shitton of gene mods) because she bugged out during bleed out and i couldn't find a fucking square to use the stabilize on her
Thanks a bunch
Annette died too but fuck her
Any bug involving bodies can often be fixed by quitting and loading back in.(this included alien corpses blocking tiles) If you didn't this time, make sure to try it next time.
>UFO Defense had a better damage model than VC did in the first place
It has the same damage model actually. Shot damage (that was also randomized between 0% and 200% of the base value, so it's incredibly unreliable) multiplied by damage resistance and subtracted by armor defense. VC simply adds two defense values, one for anti-personnel and one anti-tank damage, so you can't just simply shoot at a radiator with a gun and call it a day.
Note about point 2: A little more testing has revealed that my MECs are not getting any bonus damage off of HEAT ammo (added by console) whether CD or regular shots or KSM. Tested with bio and console added HEAT ammo worked fine. Will test with perk tree selected HEAT ammo later today.
How the fuck can i stop sectopods
they hit for 15+ and they have two shots per turn, no one can survive this shit. and they halve all the goddamn damage i do to them, i never seen a shot with my plasmas damage more than 5 or 6
and for some goddamn reason despite being a gigantic robot they're hard as fuck to hit
MEC abilities are often shuffled around for use with bio, eg the command ability is a repurposed command for officers. I would not be surprised that HEAT ammunition for MEC is a different ability reference
Shredder, Holo, Acid, Suppression (from full cover ideally). Electropulse and Disabling shot if you want to ignore it for a turn
You'll remove most of it's DR, increase how much damage you do, make it easier to hit, and lower it's aim. Four of those debuffs can be applied by one soldier (Bullet Wizard) and the last from a Chem Grenade.
Might be the case which is why I'm going to test if the perk tree given HEAT ammo works.
All of this is rapidly convincing me to change the Shogun starting perk (and maybe the perk tree).
It appears I was not the first person to see if XCOM can use things like Psi Lance and Psi Shield.
Ah well, I can at least claim I tested how Psi Lance works a little more exhaustively.
And here's something very intriguing (though there were no further replies or discussion regarding it)
So I was possibly right that the ShieldHP variable in DGC is part of Psi Shield.
Also very happy that there's been more work done on this by people who are much more competent at this then me.
Basically. Shot damage goes between 0 and 200% and explosives between 50 and 150%, and respectively they are checked against the armor on the four sides of the unit and the "bottom" armor. It means that you can have a lucky unit in overalls surviving a shot of heavy plasma but a unit in power armor dying in one shot. I think it's normalized with 100% as the mean, so it kinda evens out, but yeah, sometimes you can have some bizarre situations.
i hope they never release the final version of LW just to spite spoiled fuckers like you
"oh i'm finally getting some enjoyment after wasting money on that crap that was Enemy Within, wow Long War is so much better and longer and it's free! but of course i'm such a special snowflake that i believe my stupid own ideas and changes are better than what the Long War team studied and tested for months to provide"
you dont deserve anything nice in your life
>have to watch the intro cutscenes
>xcom apparently overwrote my .ini at some point and even runs weirdly since it's trying to handle customized soldiers without the "you can customize soldiers" line being in the config anymore
>use the quit to desktop option in the pause menu
>xcom doesn't release focus properly and crashes so I have to mash alt tab and enter until it goes away because I can't actually see the "XComGame.exe has stopped working" windows dialog box
at least no one died yet
>new xcom can't be like old xcom because "t-thats xcom"
having an fps mode is dumb but desu a lot of the features anon is asking for existed in UFO Defence and that game was a lot better for it
does the new xcom even differentiate between day and night missions? and they took out fucking electro flares
draw someone furry porn and they'll buy it for you
trust me, it works
[incoherent swearing interspersed with reggae air horn sampling]
>bring squaddies on an ayy landing site to train them up
>they can do literally nothing to stop the 3 hp sectoid menace
>bring the next rank up of people because fuck it I want this mission fucking done with and with no damage, let alone casualties
>I barely have to think to get everything murdered without any possible recourse on its end
the difficulty curve in this game is batshit retarded, the first mission is literally the hardest
what a difference squadsight and bullet swarm make
I feel like the entire game is balanced around having endgame squads and equipment and having 8 instead of 4 dudes to yourself
which is dumb as fuck and not fun since it's not even a challenge, it's just straight up "you're not allowed to even play yet because we said so"
No, vanilla plain isn't balanced. Earlygame you don't get the tools to fight the ayys. Lategame you do get tools, but the aliens only grow in health and damage (a cyberdisk is just a sectoid with more health and no mind merge to waste turns on) and thus can't counter invisibility or run'n gun or overwatch across the entire map snipers or all the other shit. It was made to play it once for the cinematic experience and forget about it, not for replaying over and over and over until you have 1000 hours.
so it's literally a meme game so people who never played the original can get "That's XCom!" jokes
except the joke was retold wrong and it is in fact not XCom at all
do they at least still explode on death because that is actually classic That's XCom! shit to find out for the first time and then start using to your advantage
Yeah they do explode, I was exaggerating a bit since sectoids can't fly and stuff, but it's only long war that really makes the enemy types differ in more than health and damage output.
And newcom is rifle wizard squadsight snipers doing the same thing complemented by psigods and using squaddies to spot because you can get an upgrade that makes new hires get a free promotion.
The difference is that early game oldcom was
The early game was actually playable.
>an unprecedented success via word of mouth alone
are you talking about newcom here because it was advertised pretty normally as video games go
it didn't have TV spots like Destiny or Clash of Clans but it's not exactly some underdog release from a Literally Who developer, it was firaxis' next big game alongside the Civ series and even had a bunch of day one DLC
>guy takes 1 point of poison damage when the turn starts
>blasts a teammate in the face with a shotgun
good thing I have like 12 rookies that cost nothing to replace and actually get better when surviving wounds (or 8 rookies and a literal tank I can just order more of off the internet) instead of 4 complete plebs who suffer permanent stat decreases every time they get grazed by an ally
>your rookies miss every shot
that's not old xcom at all, with the bigger volume of fire you could put out, rookies were actually useful. they'd waste a lot of ammo, but ammo was cheap and when you have 9 okay accuracy shots per rookie per turn, you could get shit done and
also, squadsight and free fire instead of having to choose a specific enemy and make dice rolls on an arbitary to-hit chance like it's fukken D&D
>have a save actually ruined because one guy is poisoned, will panic, and will shoot a teammate for fatal damage because that's just what the RNG seed has decreed
gotta love 100% accuracy guaranteed damage abilities on enemies that also do damage over time
Soldiers in old X-Com don't get better, they only get longer infirmary times due to their longer HP bars. All it matters it's the TU, because otherwise they do jack shit, and the Psi Strength and Skill, when you get Psi-labs. You slap a power armor and a heavy plasma and you cannot tell the difference between a new recruit and a veteran. And accuracy means jack shit, it's just an unreliable scatter indicator that you just ignore because lolautofire.
>they only get longer infirmary times due to their longer HP bars.
literally the way they get longer HP bars is by surviving wounds
getting kills only increases aim
>And accuracy means jack shit,
it tightens the cone of projectiles fired so instead of having to make 9 shots before scoring a hit, you can put three through an ayy's dome every time
>assaults recovering in the med bay
>just built cyber and gene lab
>send two guys to get MEC'ed
>send two guys to get gene mods
>fucking gangplank pops out of nowhere
>i have two snipers and one rookie avaliable
I'VE MADE A HUGE MISTAKE
Alright. HEAT Ammo from the perk tree itself works. I checked the ini and it's the same ePerk_HEATAmmo entry as bio classes so there must be something in the upk.
This makes Collateral Damage marginally better (it's still shit, though). The Long War Devs need to just go ahead and change the tooltip to say "1 damage" instead of "34% damage" and stop lying to the players.
Assuming I do go ahead and change the Shogun starting perk (and maybe rework the perk tree around that) any suggestions?
I was looking at maybe Shredder Ammo, Flush, or Tandem Warheads. Both Shredder and Flush would focus more on providing utility to the squad (increasing squad damage, forcing enemies out of cover into flank/reaction shots) while Tandem would make the focus more on close range demolitions (compared to the Archer's long range).
How's this for an example tree?
Spec: Tandem Warheads
LCPL: Danger Zone, Flush(?), HEAT Ammo
CPL: HEAT Warheads, Damage Control, Collateral Damage(?)
SGT: Mayhem, Repair Servos, Ranger
TSGT: Sapper, Vital-Point Targeting, Advanced Fire Control(?)
GSGT: Packmaster, Rapid Fire, Light 'Em Up
MSGT: Bombardier, Absorption Fields, Shredder Ammo
>literally the way they get longer HP bars is by surviving wounds
That's completely wrong, otherwise you'll never get more than your starting HP. Health raises by doing stuff on the battlefield, be it shooting, throwing or just panicking. Getting it in old X-Com is bad stuff since unless you have power armor it means you'll be killed in a shot, and regardless your soldier becomes even more worthless due to his reduced Health capping his abilities.
>it tightens the cone of projectiles fired so instead of having to make 9 shots before scoring a hit, you can put three through an ayy's dome every time
It means you can hit an alien with autofire from the other side of the map, and yet miss every aimed shot from a reasonable distance. It's a really coarse mechanic, that tells nothing about the results.
How, you dumbass. You literally drown in plasma weaponry you get from killed aliens. Unless you are playing OXC, and you chose for all enemy weapons to blow up at their owner's death.
TW might be a little too powerful at SPEC but only if you're doing a MEC rush. Hitting MECs at late August/early October seems to be the general timeframe at which point TW isn't too overpowering. I chose it for the SPEC perk to solidify the Shogun as the close range explosives expert (I'm wondering if I should swap out Bombard for something else). Packmaster doesn't seem as good on MECs as it does on Bio since the latter gets most of the small item goodies with the greater utility. If Grenadier actually did anything for MECs besides add +20% range, I'd use that and give Engineers Packmaster at SPEC (nerf to early game, buff to mid and late game).
Forgive any incoherency or disjointedness on my part. It's very late right now.
ALRIGHT so a fucking muton died in the front of a doorway in an UFO mission and i can't go past it
nowhere near to grapple to and bypass it too
saving and loading is not helping
is my fucking save doomed because of a fucking stupid bug? i'm never touching this shit again
>>Xcom2 Perk or item: Dead man switch suicide kit. Requires middle rank or so so you don't just use it on rookies. At 0 HP rather than possibly being critically wounded or just being killed, they suicide-bomb. Not sure how big damage is but probably medium-high (enough to 1hit-ko low to mid advent troops within 3 tiles, enough to give a hard hit to average ayyliens)
Yes Insha'commander or no
because you are a takfir ayylien slave
>MC uber ethereal
>he has 275 will
>mindfray makes it 250
>120 will from msgt bonus
>8 from SOML
>20 Vortex armor
>25 mind shield, 10 neuro, 5 cof en
>2nd psi guy w/ 192 will (no +15)
>2 more trash psi
>psi inspire 192 guy
>208 + 25 + 22.2
>savescum until it happens
What would happen then?
Ask yourself the question? When would Tandem be useful?
- Shredders? You dont use them for damage anyways.
- Normal rockets have so little AoE, that the things you want to die the most will be in the middle and will take close to full damage.
If I were you I'd take javelins.
If they hadn't move danger zone higher, DZ+TW would be insanely effective.
Sadly that's not the case.
Tandem alone is just meh, compared to javelins (especially w/ blaster launchers)
Also lol, I should've brought van doorn
Long War slightly alters canon plot. As EXALT looses ground to XCOM and you start to close in on their hq, they get more and more desperate and start to work with the aliens. Post EXALT raid you are going to notice exalt pods on normal missions, though presumably at this point with the leadership destroyed, these are just remnants either brainwashed or mind-controlled.
Long War did it to add some flavor the HQ raid and to add EXALT soldiers to normal ayy missions.
In vanilla it's stated quite clearly that the two do not work together and fight.
>In vanilla it's stated quite clearly that the two do not work together and fight.
which makes no sense because EXALT are aliun sympathizers and the aliens clearly have no problem in using human puppets when they feel like doing it
Except is vanilla they aren't alien sympathizers? They are actively competing with aliens and XCOM, fighting to acquire advanced tech and psionically active humans like Annette and the Furries.
>EXALT are aliun sympathizer
No, no they're not.
For fuck's sake, there isn't a single thing that even implies this.
All that's been said is that they have a 'misguided agenda', and beside that we can deduce that they are some illuminati group, and/or can see that XCOM is doing exactly what the ayys want.
The ending of XCOM never changes no matter who dies. You succeed or fail. Any soldiers who die in the line of duty are your own failures, and do not affect the ending of the game.
No, they might be competent. And Exalt was supposed to be just "evil" clones in terms of abilities compared to your troops, while it looks like advent bring their own unique units and abilities.
It's your fault for having only 2 interceptors. Besides, the bombing run isn't even that bad panic wise. The ayys have been bombing russia for the past six months and still give no fucks as long as I respond to their terror attacks.
>It means you can hit an alien with autofire from the other side of the map, and yet miss every aimed shot from a reasonable distance. It's a really coarse mechanic, that tells nothing about the results.
it's almost like it's not an arbitrary single dice roll and is actually a complex system that can be learned and manipulated through good play
>a complex system that can be learned and manipulated through good play
Random scatter left or right, no reliable way to tell whether a shot is good or not, and nullifying whatever tactical choice you could take beside "durr shoot more good, hurr aim shot bad".
have you considered maybe getting closer to your enemies in some way that doesn't get your dudes shot
or can you not think past magic little shield icons on easy mode in newcom
newcom is shit with no meaningful gameplay decisions to make because it's all RNG and there's nothing you can really do about it until you're 40 hours in
oldcom has balance problems too but it's at least playable in the early game and because of how aiming and cover work (and because no activation free moves for ayys) you can actually move and position your guys to mitigate their squishiness. y'know, like some kind of tactics game
old X-Com IS RNG. Random maps where you can get three Ethereals right on the Skyranger's door taking potshots and raping minds left and right, reaction fire being an unreliable piece of shit mechanic that heavily favors aliens, aliens wandering everywhere in their stupid fucking barns camping and making reaction shots everyday, alien retaliations being always a possibility, base defense being either a clusterfuck where you could easily lose items due to bugs or a boring game of camp the corners if you know how to build a base. And early game is not easier compared to the new one, it's just the fact that you can overcome the sloppy tactical game with greater rookie numbers.
I'm playing UFO Defense and I found an alien base in April of the first year. What's a good weapon/armor tier that indicates whether I can handle it? If I ignore it for now, will something bad happen?
lasers, personal armor, and not being dumb as shit and making your dudes book it across the entire map before you even know where anything is
>there are things to overcome in the game so it's bad
the difference is that right off the bat, ballistics aren't ENTIRELY worthless and can at least kill sectoids and floaters, you get lasers really fast, you can order rocket launchers, miniguns and grenade launchers off the internet, and cover destruction is a thing you can do instead of a thing imposed on you by ayys to give them a booby prize when they miss 1 out of 100 times
old xcom, unlike new xcom, has actual space for player input to change the flow of battle, and thus is
AP is worthless, you still can't take out reliably a sectoid in one shot, and then there are the terror units. Auto and Heavy cannons are a waste of inventory and money, whose highest role in the battle is putting fire all over. Which is another one of the laughable mechanics the old game had. The only input a player has is to spam explosives and hope an alien from out of sight doesn't wander in and take potshots from the dark.
you literally can't overcome bullshit in newcom because you don't have any tools to do it
even your interceptions are basically just 14 seconds of completely unmitigatable RNG, at least old xcom let you change engagement ranges so you could choose between just stalking a contact or blowing it up with laser fire
And until you get an hyperwave going, interceptions in oldcom are percentage based. So good luck getting some contacts in the first months. Besides, airgame is nothing more than an elaborate tech check. You try to get fancy, you get that Xenonauts abortion.
Just got the PSIlab for the first time in Long War. What class should I ideally focus on making psisoldiers?
I understand Infantry is superior, because of some wargear that is highly beneficial for them?
it seems like something magnificent happens here every week
>people arguing about interception rearm times in LW for 100 posts
>VC is the magnum opus of turn based strategy therefore XCOM needs to be VC
found the sanic
i can't wait to give this guy sprinter and concealment
Biotank assaults and smoke grenade focused medics are best for offensive skills like mindfray and psi panic because they get really high will progression and can combat drug themselves respectively.
Anyone typically around the middle of the squad like Infantry and engineers can take support perks like regen biofield and distortion field. They also benefit from being able to use psi exclusive items like neural gunlink and psi grenades. I generally avoid making rocketeers, gunners, scouts, and snipers psionic.
psi snipers and rocketeers can benefit from neural links and et cetera
however I always liked to keep a psi inspiration troops in any endgame squad due to the variety of shit you can mitigate with a well placed psi inspiration
any troops that are liable to be stuck without much to do (anyone with a shotgun, engineers, medics, biotanks) are good to have directed/active powers on, while anyone that is more than likely going to be firing or reloading (infantry, gunner, sniper, scout) can make good use of passive abilities
Then again, having many core members fitted with neural chips (or whatever the psi immunity gene mod is) really does help, so it depends how much you wanna delve into it.
Is this sanic enough for you?
You wot mate, Heavy canons with HE rounds one shot all early game enemies except cyberdiscs. They are a solid alternative when you have a bunch of average rookies who don't have enough strength to chuck HE explosives across the entire map.
They don't require you to directly hit aliens and unlike rocket launchers you don't risk blowing up your entire squad if you rocketeer screws up. I have always rocketeer, but I'm always coddling him with clear lines of sight with no chance of the rocket detonating to early and causing a squad wipe. I don't have to be that judicious with a heavy cannon.
No Nigeria start, No chance
I'm sorry she's my fav
i'm losing control of the situation
>g-guys help i put my base in the middle of cuba and im not getting any UFOs, send help
>also i mashed the aggressive button on the one I did get and my interceptor died what the fuck !!
sounds like you're just terrible at video games
>AP is worthless
well, it's all you got until you research las--
oh wait I forgot that you play newcom with a mod to cheat in plasma guns and blaster bomb launchers from day 1
why are you not using HE and IN rounds in your cannons and bringing rocket HWPs you nerd
i think long war is easier than vanilla in some ways becasue it gives you more tools, especially early game
Long War early game is certainly more fun. I have been watching the xcg streamers, and they have all approached early game with different equipment emphasis and tactics, all with good success.
It is easier, but also much superior to vanilla imo.
I'm about to begin coverage of my fourth continent, and am soon approaching base assaults. I currently have Asia, NA, and Africa locked down; and Europe has the two alien bases, while south america is just fine right now without sats. Should I start moving on Europe to try and cut off the bombing runs and scouts, or play it safe and grab south america?
>build first set of laser rifles
>cutscene shows a science man cocking it (how do you cock a laser gun) and blasting a sectoid cutout into pieces about 10m away
immersion broken, he would have never have made that shot
alternatively, why isn't he on the squad, my assaults and supports miss shots like that constantly
also holy shit seeing one of those guns in-game on someone who's not in crazy bulky armor really shows off how enormous the guns are, this is some 40k shit
my men who are humanity's finest and most hardened soldiers figting dudes who are only 4 foot tall cartoon ayy lmaos?
but hey, when they panic, they can totally nail their buddy across the map with a critical hit shotgun blast so maybe some of my dudes are intentionally whiffing since they're part of EXALT or something
panic got out of control because no missions were giving me engineers so I couldn't build basically anything. especially satellite uplinks, let alone the sats themselves. Not even workshops to magically generate more, because you need engineers before they're even in the options of shit to build
I had like 500 scientists though but that shit does not help china stop freaking out
>1st mission of the game
>ayys on overwatch
>I don't have lightning reflexes or flush or whatever
>all the shots my guys can take are 25% or less
>can't move up or they'll get shot
>can't move around or they'll get shot
>ayys are out of grenade range
literally what am I supposed to do until 40 hours in when I have squadsight sniper gods and aimbotting noclip assaults and shit
this isn't fun
well with all the saving and loading to avoid damage and camera bugs it's more like 500 years
why would I care about armor, guys shouldn't be getting hit in the first place
Savescumming is not going to make your experience any less frustrating. And even the best players will get hit, it's a matter of minimizing the opportunities the enemy has to hit you. Plus I'd like to see your face after your colonel assault gets creamed by a berserker because "lol tac armor 4 lyfe."
>Plus I'd like to see your face after your colonel assault gets creamed by a berserker because "lol tac armor 4 lyfe."
it'd probably be the same defeated expression as ever since this game is more about manipulating the not-actually-random RNG saved seed thing than it is about any kind of actual tactics
just gotta keep reloading until some combination of moves makes that 91% to-hit 80% crit chance sniper shot actually land for more than 3 (and not get a 9 damage crit to the face for daring to be in a firing position even if it does land)
Don't you just love it when everything in a mission goes wrong? Damn trainyard bomb defuse
>let's not take a medkit on an engie, he'll be out of sight anyway
>let's move our acided engie to help with nades, surely he won't panic
>let's run the second overwatch with LR, there is no way he'll get hit
>look, the thinman could hit my other soldier from a flank and panic him because my engie can't manage a bit of poison
>that other thinman is flashbanged, he is going to stay down and not, say, run up and crit wound my scout
>hey, it's the last enemy on map, I'll just run&gun and kill him from a point blank flank, no one can survive that (luckily my engie was nearby with his last AP)
No deaths, but why the fuck is a crit wounded soldier in sickbay for 45 days on DW?
I know your sweaty fingers are already reaching for those six letters - go ahead my friend
chess doesn't let you laser-machinegun down walls when you know someone is around a corner and don't want to get blasted by a dude on overwatch
but then again, newcom doesn't let you do that either
Break LOSisn't 6 letters man,
that said the game would be a lot more fun if it were like real firefights and aggression actually helped instead of it just being activate and fall back ad nauseum (or until you get squad wiped because all your guys can't break a 45% hit chance and the ayys are floored at 65%)
>I'm sorry, but the answer he was looking for was "git gud."
>not subverting the memes with other memes
Is there a stream up?
If not, I might start if at least 2 people are interested. Haven't been around cause holidays.
Depends on what difficulty hes at. Hes clearly playing vanilla since panic doesnt go that high that fast in long war I don't think, also he mentioned workshops giving engineers.
So he has 3 countries left in the sense that he has lost 5 countries, since the vanilla game allows way fewer to leave the council. It'd be game over if he actually only had 3 left in the council if hes playing vanilla, but its clear he isn't.
So settle down, don't be an ass.
>So he has 3 countries left in the sense that he has lost 5 countries,
other way around, 3 left as in "3 departed on poor terms" not "3 are remaining"
I can see the vagueness but still, shit's bullshit, literally what was I supposed to do with only 5 engineers and no one wanting to give me more without someone getting sent into a tizzy in friggin March and not being able to build workshops until I earn extra engineers means I can't do shit. and there is no way in fuck I can even afford that many satellites in the first place, there are simply not enough thin mint corpses and country requests for materiel don't seem to come in until April/May (and are usually unreasonable dumbshit like give us 9 heavy lasers for 290 bucks when you have 0 in stock because you don't have the fucking engineers to produce any)
this game is the wrong kind of stressful, it's like doing your taxes with a broken pen and you don't have any extra copies of the forms kind of stressful that's not even rewarding when you "win"
Classic. iirc you can have 8 leave. 4 on Impossible. literally all of the countries on anything lower (i.e. the babby modes)
>other way around, 3 left as in "3 departed on poor terms" not "3 are remaining"
Well on impossible, in april, 3 almost always end up leaving.
Try doing the abductions than give engineers next time instead of the other ones, usually if you do this you'll have 10 soon enough and can make another sat uplink.
On impossible its all about sat rushing, and designating a few continents to be the leavers. I managed to beat classic with only 1 continent leaving, but I would allow all of asia and africa to leave and ignore abductions there if I had to. Gotta choose who stays and who goes.
You can only have 7 leave on any difficulty(losing on 8), in long war you can have all but 1 leave on any difficulty.
But yeah, just go for abductions that give engineers and you can salvage this campaign, especially since terror missions are coming and those give panic reduction.
>Well on impossible, in april, 3 almost always end up leaving.
>On impossible its all about sat rushing, and designating a few continents to be the leavers.
>a game that is specifically designed to make you lose
this takes "That's XCom!" meming to a whole new level. I could understand if it were like the old one and a country or two bouncing out was less a punishment and more an indication of ayy activity you're not seeing because you have laser rifles and ayylium drugs to sell, but I need those fucking chink bitcoins in newcom
this is soldiers taking damage all over again, normally in a tactics game I'd take it as a matter of course but everything is so high value that I just cannot handle a not perfect run of this garbage
The continent bonuses are not that important in the end. If you start in Asia, (which you should always do) then pretty much everything else is expendable. The whole idea behind those higher difficulties IS to make it HARDER to hold onto all the countries.
I always heard Europe because the long term savings are objectively the biggest, and only Asia if you're doing LW because of its more vicious air game.
>game is designed to make you lose
still unacceptable tbqh
Are you kidding? A game is always going to try to make you lose you fucking moron. Go play minecraft or some other shit where you can't lose.
In vanilla the OTS upgrades are more powerful and more valuable. 4+1 is a bigger power spike than 6+1
People think strategy is all about how simply moving units around and besting another player. Yet at its core, it isn't, its about dealing with uncertainty. Thats why the best strategy games have significant random elements, to create uncertainty... Most of the games people cite as "good strategy games" actually aren't strategy games at all. Chess is not a good "strategy game" neither is X-Com, starcraft or most RTS. They have their own strategy elements, but not games that require good understandings of probabilities and their effects on planning.
I'm actually on "classic" where you could lose countries
but it didn't fucking matter because xcom was too busy selling aircraft laser cannons and ayy lmao television VHS tapes to give a fuck about chinese bitcoins
apparently, losing countries is literally unavoidable in the new one but is also a massive blow to your potential performance so why even bother playing if it'll end in a constant series of net losses anyway
just like getting a soldier hit, they actually degrade in performance because of the permanent will debuff, so why even bother not reloading on a hit if you're not going for sikk 'chievos
>People think strategy is all about how simply moving units around and besting another player. Yet at its core, it isn't, its about dealing with uncertainty.
yo you're actually wrong my man it's about having enough contingencies that "uncertainty" is mitigated from being game-ending or not to being a question of which brand of beer to bring to this particular party
from Chess to Advance Wars, it's about having backups upon backups upon backups several moves in advance (or even better, just a setup that itself provides for moves in advance without having to plan them)
XCom is just "hey you decided to play it entirely safe, but y'know what, here's a muton teleporting directly into the centre of your squad, everyone missed their overwatch shots, it killed a guy, they panicked, shot a teammate in the face, a third teammate panicked, and then the game crashed because LE THATS XCOM HAHA :^)"
>mfw when I started that first one while venting
if a soldier is reduced to something like 4hp or less, the permanently lose a chunk of Will and thus become FUCKING USELESS because xcom guys love to panic as it is. And the last thing you need is a 90 Aim assault panicking and critting your sniper in the face on turn 2 because a muton got a lucky Intimidate.
When you make a move you should be thinking of what to do if something goes wrong. Don't immediately take a shot just because you have it, compare shots in every engagement and have a plan to fall back (sometimes literally) on.
>When you make a move you should be thinking of what to do if something goes wrong.
>cyberdisk teleports into literal middle of the squad and bypasses everything you did to mitigate the harm of that possibly happening
>everyone in the squad is subsequently murdered and firaxis sends you a typewritten letter simply reading "Thats XCom :^)"
The rear area of this supply ship had a ton of Outsiders in it at the start - and while trying to pick them off one at a time more and more fucking aliens keep pouring out!
What was that? I couldn't hear you over the sound of myself screaming "FUCK!"
Why in the world did you push from there...
If you aren't retreating, you can still get it.
Assuming you did the sane thing and loaded up a HEAT rocketeer, use your shredder to genocide the seekers. Suppress the outsider. Smoke whoever is staying, and go around the side through the door with the rest of your squad to flank them all(assuming you cleared one of them).
If you can't do any of those, uh, run.
In Fire Emblem, a unit typically has one attack, though may have two in some situations, and four or more in very rare situations. Units also have a chance to hit, but it is dependent heavily on the attacker's skill, and in particular, it is common for an attacker to achieve a very high chance to hit, and a 100% chance to hit is common. (If a player wants, they can optimize to almost always have 100% chance to hit).
This approach is more satisfying for many gamers, because they feel in control of the game. They can normally achieve a 100% chance to hit, they can use units that have poor dodge abilities but high resistance to damage, and expect to usually be hit, but take relatively little damage. They can play Fire Emblem close to being a deterministic game.
This has a certain appeal to it, and is fun in its way. In particular, one can often in a turn in Fire Emblem carefully plan out one's moves, work out how many enemies one can definitively knock out, and can plan to avoid any chance of one's own characters dying.
However, in my opinion this kind of gameplay has only a limited amount of appeal.
If a player can simply rely on all sorts of assurances that their units will hit, they don't have to do any of this. Sure, there will be a certain amount of fun to planning out a situation where you can set up a cool 'domino effect' of enemy units going down as you attack them. But this is nothing to do with the skill of planning out a real strategy in a dynamic situation where you have to consider all kinds of contingencies.
Long War Impossible is really torture on that graveyard map. I know it goes against the spirit of the general/game, but I'm gonna save scum until I execute it right. I need to know the solution to this puzzle
The solution to graveyard is to hope every pod rolls to lurk instead of patrol, or that you can clear a pod a turn, because it's a huge pain to engage multiples and actually playing the LoS game is pretty hard unless you get the start near the little shack and wall.
>get that start
>get soldiers prepped inside shack, others along wall
>figure I can force them to come through the shack and powerfuck them
>throw a scanner
>two cyberdisc pods (1+3 drones, 2 disc pod), and four floaters all nearby
I took this for you tonight, /xcg/.
Maybe I'll go back and take it again in the daylight, looks like shit with the glare and everything.
That's because it's all the devs tested of their mod. Then the grind begins, and you get the reason of all the complaints. A good way to get some suckers though, since it's also designed to be longer compared to vanilla.
5% chance of seeing a passing alien per 10 minutes, 10% if you get the better radars. Talk about RNG.
Because lasers can be skipped entirely if you want so (and you can, given how many plasma crap you get by just killing stuff) and HWP are an expensive waste of money. And, surprise surprise, you can do a plasma rush in the new game too, if you know what to do and put some effort into it, instead of finding your stores full of heavy plasma cannons.
>About to finsh UFO aftermath.
>16 hour long campaign. Ups, downs, most of the time playing tech leapfrog with the ayylmaos.
>Worked out a tactic of sitting in only one place and throwing up collapsible turrets.
>mfw that last room.
I tried every tactic I could until just settling on having someone lure them out and fire bombing the room until things died. First time I've actually ran out of ammo in the game.
Does Training Roulette add the cool stuff like Low Profile, ITZ, Double Tap, CCS, Bullet Swarm to the mix or it's only the shitty stuff like Dense Smoke, Flush, Covering Fire and etcetera?
Also can the maps from pre-set missions (like the tutorial in germany, the slingshot ones, etcetera) appear as maps for normal abductions in stuff?
Just beaten the game for the first time and looking for options for a new game +
Also it was really underwhelming how the game ended. When the uber ethereal started reflecting all my attacks i though "fuck i can only hurt him with psi shit i guess but them i tried headshotting with a sniper just to see if the reflected damage would be enough to kill him and bam uber ethereal ded earth saved
Long War mod is your NewGame+
>Also can the maps from pre-set missions (like the tutorial in germany, the slingshot ones, etcetera) appear as maps for normal abductions in stuff?
In Long War some of those maps do, like that dam map in which you get Annete
>Also it was really underwhelming how the game ended. When the uber ethereal started reflecting all my attacks i though "fuck i can only hurt him with psi shit i guess but them i tried headshotting with a sniper just to see if the reflected damage would be enough to kill him and bam uber ethereal ded earth saved
If you get lucky and get a good hit, then yeah.
Otherwise if the fight drags on too long half your team will get mindcontrolled.
Their base sucks, it gets overrun by ten men exploiting the rooftops and melting them with flamethrowers and ITZ snipers. Xcom HQ repels the might of several mechtoids, cyberdiscs, sectoid commanders and ethereals.
>Xcom HQ repels the might of several mechtoids, cyberdiscs, sectoid commanders and ethereals.
they don't, your squad does :^)
x-com gets invaded like a little bitch while it takes ages for you to find Exalt HQ in the top of a fucking skyscrapper
You can have Exalt HQ for abductions if you change something in DefaultMaps.ini
You just need to uncomment something (remove the ; before a line of text)
Haven't tried it myself so I wouldn't know.
>he doesn't rip right through all of the early game and EXALT missions
>he hates biotank psi-gods
>he doesn't like Marauder MECs
Oh, and enjoy getting killed and sent to medbay on Exalt HQ
Do you guys think Bradford, Shen and Vahlen have crazy alien sex while they wait the guys to come back from the missions? They only seem to do any work when you're there to tell them to anyway
>part of the appeal (at least for me) of an abduction is the varying paths.
you never went through the left or right paths instead of following through the cemetary? the drops are completely different