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XCOM General - /xcg/
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Time to level the playing field Edition

Previous Campaign: >>123056338

XCOM GENERAL (full information, all links):
>http://pastebin.com/Rd2nfr3n

Viva la Resistance!
http://www.gamespot.com/videos/leading-the-resistance-a-talk-on-xcom-2-design-and/2300-6427316/

PAX Mega Panel:
https://www.youtube.com/watch?v=1ep2OEsN07w&feature=share

Games-COM XCOM2 Gameplay:
https://www.youtube.com/watch?v=2VTGL4nWiJM
https://www.youtube.com/watch?v=a7EnrZ_aHuU

XCOM2 TRAILERS:
>https://www.youtube.com/watch?v=2E_-2wIJIzQ
>https://www.youtube.com/watch?v=Cl2p6MEklAg
XCOM 2 AT GAMESCON 2015 & Q&A:
>https://www.youtube.com/watch?v=un9YdJl5-uk
>https://www.youtube.com/watch?v=GbvHmsZalfo
Other Articles (¡¡Updated!!):
>https://xcom.com/news/en-the-aesthetic-of-domination-the-look-of-advent-and-the-archon-in-xcom-2
>http://www.pcgamesn.com/xcom-2/xcom-2-declassified-firaxis-on-the-risky-shot-theyre-taking-with-a-new-strategy-layer
>https://xcom.com/news/en-dont-get-in-the-andromedons-way-in-xcom-2
>https://xcom.com/news/en-the-environments-of-xcom-2-wilderness

Long War download link:
>http://www.nexusmods.com/xcom/mods/88/
Wiki:
>http://ufopaedia.org/index.php?title=Long_War
/xcg/'s Long War FAQ (new players read this shit):
>http://pastebin.com/YmaXBKpN

New Modlist:
>http://pastebin.com/4Hdthmpi
Dreadnought MEC Trooper voicepack:
>http://www.reddit.com/r/Xcom/comments/31wn6m/
Extra perks to add for Training Roulette:
>http://pastebin.com/cUjBbaFM
hugely detailed spreadsheet:
>https://docs.google.com/spreadsheets/d/13CvoSAyapnC2p9a_r9SV5cTA2r3G9UqtsAazTg2_be4/edit#gid=970853268
Namelist generator:
>http://daiz.io/xcom-namegen/
MGS-themed codename list:
>https://www.dropbox.com/s/plfug9tz86zp56s/DefaultNameList%20(code%20names%20b15).ini?dl=0
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):
>http://pastebin.com/i9KbDkF2
>>
pistols are useful
>>
pistols are useful
>>
pistols are... useful?
>>
>>123667954
>>123668186
Your mom is useful for ANALyzing ayyyyy
>>
How would an all rookie maximum mobility team fare with first downed ufo and # 0, 6, 7, and 19?

Am I about to lose 6 brave souls to the ayys?
>>
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How many terrorists did YOU catch today?
>>
>>123668552
They sneeze and you die.
>>
>>123670425
Only 2 out of 6 died.
Man, that mobility, 10 of 12 enemies were killed while flanked. Absolutely hecritical is awesome.
>>
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>>123668326

VERY Useful.
>>
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>>123671446
Its dangerous to go outside
Take my Mossie
>>
>tfw can't play on xp
>the fix with files and hex editing doesn't work, most likely because I use pirated version
Oh well. Still the devs are assholes for that.
>>
>>123673494
>pirated a solid game
>the devs are assholes for not catering to me :^(

What's it like being an entitled and unloved shame upon your parents?
>>
>>123673494
>10 yuros sale right now
>cannot afford 10 yuros
>>
>I posted "Pistols are useless" in a few threads
>You faggots are still choking on that dick
AHAHA
>>
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>>123678031
>>
>>123678864
>Implying it's not the raddest meme ever
Pistols are useless
>>
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>>123674307
What's it like buying a car without a test drive?
>>
>>123681647
>kekpek
kek
>>
>>123681820
Don't you fucking dare to laugh at my language!
>>
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which one /xcg/?
Gauss or laser?
>>
Depends on the mod. At least in FMP guass had more damage and accuracy, but no Autofire.

I still preferred gauss especially if you are using the extender that makes shot types have optimal ranges.
>>
>>123685425
The mod that has no autofire.
I like it better.
>>
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>finally get titan armour and enough plasma weapons to kit out A team and most of B team
>air game is a joke now
>eggsalt is wiped out, thank god
>having trouble actually bringing myself to play the game since everything is now just grind the bullshit I need to win

This is the first time I've gotten this far, and it feels like all the fun suddenly got sucked out of the game.
>>
>>123684971
Gauss
>>
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>>123687164

I'll always find it odd how some people loses the will to keep going at that point in the Campaign. Sure, it's no longer that challenging but is far more relaxed and I always keep on training troops so a degree of danger remains there.
>>
>>123688739
I guess its just because I no longer feel like I'm in any real form of danger.

Its like the aliens became Saturday morning cartoon villains.
>>
>>123687164
>>123688739
>>123689243
This is a pretty common problem in nearly every x-com game for a lot people. You have that feeling of an uphill fight, and then suddenly its gone. You know you will win eventually and there is no tension anymore. Finishing feels like a slog.

This is partly why firaxis is uncomfortable with making a sequel following victory in xcom 1. The only game where your tech isn't outright inferior from the start is apocalypse, the least successful of the series, even if it had other glaring issues.
>>
>be doing vanilla iron man for the achievement
>psi labs is up
>i'll send some of my boys there
>base defense
>everyone shows naked with ballistic weapons

hello steam achievements manager
>>
>>123689828
Base defense always comes after the base assault. Something you probably should have known before tackling ironman.
>>
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>>123689828
>not toughing through it like a man
>>
Just brought three snipers to a roadway mission and rekt it, the ayys kept trying to take side cover and exposing themselves to one sniper while hiding from another.

Usually such lopsided compositions fail badly for me, any others that work?
>>
Just came back to LW after a long time.

Which of these new Second Wave options are good?

Is Friendly Skies enough to make the air game fair?

Do I still need Gaussian Red Fog or is it the default now?

>>123696825
There may have been modifications since to prevent this, but back in the day you could roll out with all Gunners, and just suppress and slaughter everything.
>>
>>123692391
>9 operatives lost
Pro tip: If you position soldiers by the blue shield icons, it reduces the enemy's chance to hit them!
>>
>>123698534
its a base defense involving cyberdisks vs soldiers in base gear; iirc the reason that heavy was moved out in the open was to finish a leftover sectoid at the end of the hangar
>>
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>Thread dying
THIS CANT BE HAPPENING, I'M IN CHARGE HERE
>>
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>>123689398
>>This is partly why firaxis is uncomfortable with making a sequel following victory in xcom 1.

Yeah, if people is often complaining about the end game its logical for Firaxis to keep the game in know waters so to speak.
>>
Bump?
>>
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>>123712367
Lids looked so shitty in ufo.
>>
>chrysalids with covering fire ccs
>>
>>123698534

Not funny.

The poor boys and girls have an enough hard time already.
>>
>>123698108
>Is Friendly Skies enough to make the air game fair?

Fair? Not quite. It makes it manageable. Slightly less unfair would be the exact words I would use.
>>
So I was thinking that since they added crit rolls to airgame we are only missing one key component: panic rolls.
>>
>>123716540
That means flamethrowers right?

CAN'T TAKE MUCH MORE OF THIS
>>
page 10
>>
WE SHOULD BE PLAYING XCOM 2 RIGHT NOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOW
>>
page 10
>>
>>123728290
Just let it die. There is no need to tarry in this realm. We will slumber and ressurect in February, like a groundhog.
>>
>>123728613

XCOM doesn't surrender.
>>
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Be wary of snakes, Commander, they are masters of camouflage.
>>
>>123678031
>"Pistols are useless"
thats actually true though

>>123684971
>gauss AND laser weapons in oldcom
>automated shotgun (lol)
>"Knuckle Faust Rocket"
what the fuck is this
>>
>hit the ayys really hard with a strong air game and ground interdiction force
>decide to keep the snowball rolling and build a mec and some weapons
>had 400 meld before even after gene modding a lot of people (hyper reactive on infy/gunners)
>mec 5 people and build a suit + weapons
>now 37 meld
Why does augmenting a soldier cost more meld than the suit?

>>123733452
Probably final mod pack or something
>>
>>123689398
ok so what if instead of preying on legit masochism, XCom was a good tactics game with a sensible difficulty curve that isn't backwards

also XCom Apoc sucked because it was way too complicated, not because you started with nice things. The starting weapons in UFO and TFTD weren't bad either, because HE/IN rounds, and you got lasers/plasma basically immediately.

>>123698534
>Pro tip: If you position soldiers by the blue shield icons, it reduces the enemy's chance to hit them!
Cover is horribly thought out in newcom and is basically bait. A basic smoke grenade provides better defense than half cover, and dense smoke is as good as full cover. Wearing a pretty early game piece of armor gives an innate bonus almost as good as half cover. And with the enemy fielding weapons that boost Aim at the start on top of having obscenely high Aim, they'll pop heads through objects pretty consistently.

It's usually better to leave guys out in the open if it'll get them a kill shot on someone than to leave them in cover, since the only real defense against enemy fire is murdering them first. Especially so since you don't get a lot of options to debuff enemies or have the HP to tank hits for a fairly long time, and are just gonna get nailed through cover anyway.
>>
>>123735849
lol someone hasn't beaten I/I
>>
>>123735849
>And with the enemy fielding weapons that boost Aim

out of curiosity, which aliens do you think have an aim bonus on their weapons?
>>
>>123735849
I never said that apoc was bad becasue you had good starting gear, just that you did and it happens to be the weakest of the x-coms. Not all gear was useless in the others, but apoc operatives actually got good starting armor and I felt like I was on an even foot with ayys from the beginning.

As far as difficulty curve, i agree its messed up, though the solution isn't that simple. You need to have difficulty ramp up, but the player also needs to feel like they are making real progress. In my opinion, outmatched to even-footing for the standard game, and then outmatched again for the final mission(s) would work best for an xcom game.

Being outmatched in terms of technology gives a feeling of challenge and enforces the idea that the player needs to employ good tactics to maximize mission success and minimize casualties.
>>
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>>123718042

Well. If Strike Vector could have any kind of guns, even shotguns, a flamethrower is not that far of a stretch.
>>
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>>123736067
http://xcom.wikia.com/wiki/Light_Plasma_Rifle_%28weapon%29
http://xcom.wikia.com/wiki/Light_Plasma_Rifle_%28weapon%29
http://xcom.wikia.com/wiki/Light_Plasma_Rifle_%28weapon%29

>>123737431
>I never said that apoc was bad becasue you had good starting gear,
that was certainly the implication

>Being outmatched in terms of technology gives a feeling of challenge and enforces the idea that the player needs to employ good tactics to maximize mission success and minimize casualties.
Have you ever played oldcom? The early game in that is fun because you actually have answers to enemy plasma because the maps are so big, you can freefire on stuff, you can abuse reaction mechanics, and you can take so many people. The way to make the player need to employ good tactics is to actually have tactics that can be employed. It's "hard" because it's very lethal, but also actually fun since you have so many guys and the tactics can be much more freeform. The problem with newcom is that it's entirely rigid and overtly unfair so it can be a cinematic experience. It's not a challenge, it's just a senseless meat grinder to invoke old "THATS XCOM!" memes at people who never played the original.

There's plenty of tactics games that are just as lethal and punish mistakes just as heavily, but those are actually fair games meant to be played, not gag games meant to invoke nostalgia over "hardcore" shit that wasn't even that hard.
>>
>>123737431
>>123735849
In my opinion the end game is just as fun as the rest of the game, just in a different way.

Until that point you're playing against the odds and succeeding through force of will and a little bit of luck, then you suddenly notice that your soldiers are strongh enough that you can probably send a single unit to wipe out an entire map, you're no longer worried about wether your troops will make it back alive, instead you're figuring out creative ways to kill aliens, you get your MEC into melee combat and punch a motherfucker through a wall and it feels awesome.

The endgame is not like the rest of the game, the endgame is the part where you take revenge for all the suffering the ayyys caused you and all the dead rookies, remember when you were fighting what looked like a lost war? Now it's the time for the aliens to fight a lost war, you are the prey no more, you're now the hunter and it's open season.
>>
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>>123739030

XCOM, Floater, Muton, Thin Man and Outsider weapons are all entirely separate. Only XCOM's version of the Light Plasma Rifle has the +10 aim.
>>
>>123739073
>muh revengance for my Your Dudes!
See what I mean? ~~Cinematic Experience~~ , not a tactics game.
>>
>>123739576
http://xcom.wikia.com/wiki/Thin_Man
>Thin Men and are known for their high accuracy when firing their Light Plasma Rifle; on Classic or Impossible difficulty, it may appear as if the Thin Men never miss a shot.
>Multiplayer; Their stats are the same as Easy difficulty. However Light Plasma Rifle adds 10 Aim and 10 Critical Chance.

And 75 Aim is still a fucking lot when your rookies start with 65, on top of the game cheating in their favor. You'd think that a 75 aim sectoid wouldn't be making pistol shots against soldiers in high cover 100% of the time, but apparently 75-40 > 100.
>>
>>123740085

psst, multiplayer is different to singleplayer
>>
>>123739030
Yeah I have played the originals, I don't know why you think I haven't. Fact still remains that ayys had superior tech. With poor tactics you could still clear easy missions like downed ufos, but you would be punished with more casualties.The first terror mission could be hell considering you had a 50% chance it would be a night mission, and about a 50% chance it would be sectoids. If it was sectoids, then you were facing possibly more aliens than your 14 man squad, psionics, and cyberdiscs. Nowhere near a fair fight.

You talk about about XCOM forcing you to loose people for hardcore nostalgia purposes, but I've cleared classic with one soldier killed. My previous campaign where I played considerably worse (was coming back from an xcom hiatus, and had been playing long war before) I lost 10. I do agree that xcoms early game is way to rigid. I don't play XCOM for a cinematic experience, that's still not the core of the game, just a nice addition.
>>
>>123740131
They're armed with LPRs. There's no reason an enemy LPR wouldn't confer the same bonus as a normal captured/manufactured LPR.

I didn't feel like trying to fish for a save next to a council mission to mind control a thin mint, but apparently someone already did it for me
http://forums.2k.com/showthread.php?400231-Thin-men-have-at-least-95-aim-on-I-I
>>Xsistenz
>They have 85 [aim]. 75 from classic/impossible and +10 from Thin man Plasma Rifle.
>Mind control confirms this.
>>
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>>123740309
>night missions are soooooo haaaaaaaaaard guys, I know all the dankest xcom may mays :^)
>>
>>123740719
Right.....Cuz I enjoy loading everyone with electro flares and throwing them everywhere using up my time units and taking up weight that could be used for more grenades.

Oh, and then having the get destroyed by the my own explosives so I have to throw more out.

Fact is, night missions are harder than day, the first terror mission (if sectoids) is arguably one the most difficult missions in the original game.
>>
>>123741039
An electroflare is 3 weight units, a grenade is like 8 or something iirc. They also have a fairly high durability and you can avoid exploding them by not directly chucking HE at them.

also
>using grenades
>not HE packs
Even the heavy cannon is better than grenades.
you truly are a terrible fuccboi with no gatdamn sense

and even further
>not also mixing it up with IN rounds to illumnate shit and hotbox ayys
>blowing up your flares for no good reason
>sectoids on terror missions ever
>the first terror mission is hard

You should have rushed lasers, probably already have a bunch before your first terror mission, and start letting aliens know the true meaning of senseless violence as you laser down every wall on the map because a civilian death is only like -10 or something stupid.
>>
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>>123741548
>lasers before first terror mission
Not guaranteed to happen.
>nades weigh 8
They weigh 3, and HE packs weigh 6. nades are still good for your weak soldiers who can't chuck HEs far, or when you just need to blow one alien up.

>Heavy cannons
They can miss pretty easily, nades generally won't. But I do like them. They just aren't nades.

For goodness, sakes how hard is it to believe that someone played the original game? Do I need to post an entire playthrough, or should we just continue to check random facts and trivia against each other in a bizarre x-com geek dick measuring contest?

Anyway I guess I'm done for the night since we've left the original discussion far beyond.
>>
>>123742823
I'm not saying you didn't play it at all anymore, I'm saying you're shit at it and are just another "XCom is le so hardcore!!" memer -- the same kind that the new one has as its target audience, and why Firaxis decided to make a cinematic meme experience built to populate the Your Dudes page on TvTropes instead of a normal-ass tactics game.
>>
>>123743393
>Firaxis decided to make a cinematic meme experience built to populate the Your Dudes page on TvTropes instead of a normal-ass tactics game.
did you copy that off XCOM2's metacritic page?
I thought reviews were supposed to RE-view.
>>
>>123742823
also
>OpenXCom
>not an actual xcom installation, the weird mod that adds a ton of weird shit like some kind of ghetto LW
literally just "i'm hardcore adn oldschool!!!" memeing.
>>
>>123743632
not him, I know that the AI behaves a bit differently in openxcom compared to the original game but you have to the option to not enable "tons of weird shit" that openxcom has.
>>
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>>
>open door
>fog of war in room doesn't clear for several minutes of real time

jesus fucking christ
>>
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>>123747032

Something like that happens from time to time but not for several minutes straight. Odd.
>>
>>123748050
>have to watch a 10 second animation every time you use a fairly basic ability
fuck you firaxis

fuck

you
>>
>>123748293
not if you turn off cinematic camera or whatever that option was called
can also use that x10 speed long war hotkey
>>
>>123748293
>every time

nope
>>
>>123748362
>not if you turn off cinematic camera or whatever that option was called
It's "action cam", and animations still play. It's just at full speed, and without the camera angle changing. Except for kill shots. It still does action cam for those.
>>
>>123748491
It disables some animations, for example chryssalid hits are always just a quick jab, none of that long impregnation animation.

And I don't get any action cams on sniper shots and the like, but I haven't tried kinetic strike.
>>
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>>123748862
>Classic is full of dumb shit but quickly gets too easy and every engagement plays out exactly the same
>figure it's time to step up from Classic to Impossible
>start with 4 rookies with 65 aim each with just frag grenades they can't throw for shit
>4hp sectoids
>6hp thin mints
>no useful abilities to deal with anything for ages to come

this isn't fun. It's just dice rolls. I do not see any actual input for me to make, loss or victory is just up to the RNG.
>>
>>123749270
>RNG
>on impossible
Nope, it's pretty damn guaranteed a dude is gonna die if there's active ayys on the ayy turn. The way to play impossible is to avoid engagement until you can get guaranteed kills on the entire pod (with grenades in case everyone misses).

This is boring so just come play LW.
>>
>>123749992
>65 aim rookie
>guaranteed anything
>paying extra money to firaxis, thereby rewarding them for making this shitpile
>>
>>123750216
its guaranteed because grenades
>>
>>123750271
>4hp sectoid
>12 of them
>4 grenades
>"j-just use grenades lol, guns are just rng bait"
>>
>>123750438
Are you pretending to be retarded? You shoot them from as close as possible with flanking, if everyone fails you grenade them, if everyone fails on all pods then you can count yourself extremely unlucky, spend a turn with one live ayy, and maybe lose a dude for the mission.

The first mission has 10, not 12 sectoids. The latter missions may have more, but you will also have a rocket and not just 4 grenades.
>>
>>123750613
>with flanking
Do you know how far away these motherfuckers activate


in any case it's complete dumbshit because the rookies never hit, grenades don't do enough damage or can be thrown far enough in 99% of cases, and the game still fundamentally comes down to just dice rolls. and at that point, why not just fucking play dice
>>
>>123750698
>Do you know how far away these motherfuckers activate
And this is where the "avoid engagement until they're close enough to kill" comes in. Even if they're activated they can't shoot you if they can't see you.

But you refuse to do anything more complicated than putting your soldiers in high cover and shooting with all of them or throwing grenades with all of them, and then complain that its all RNG and no deeper strategy can be found.
>>
>>123750814
you have clearly never played this game and are just spouting memes or something because your advice makes literally no sense
>>
>>123750837
Yes, I already pointed out to you that you struggle to grasp strategies that don't involve shooting/grenading in the current turn.
>>
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>>123750961
It doesn't have to be the current turn. At some point you have to fire, at some point you will be fired on, and it's just up to the RNG what happens. It's also impossible to keep LOS perfectly broken AND accurately move guys to flank, since the ayys move just as much as you do when they don't have sight on you and typically ends up just being another conventional firefight.
>>
>>123753937
>move guy to edge of cover
>there, now you see the ayys
>if they close enough, move everyone else in kill spots, shoot, grenade with first guy if they failed
>if they not close enough, hide guy again and skip turn
>>
>>123754262
>if they not close enough, hide guy again and skip turn
wow that's certainly a lot of fun and addresses my complaint that the game is not fun

may as well just put killaliens in the console and call it a day for the riveting Decision Making Action that your solution provides
>>
>>123754612
I never said its fun, in fact I explicitly stated that you should play LW. >>123749992

Your original complaint was that Impossible is pure RNG, and my point was that no, you have no place complaining about a lack of strategy if you're still relying on RNG in impossible.
>>
I hope XCom2 has more maps with explosive half cover only, preferably more narrow roadways flanked by completely unenterable/uninteractable tall buildings
>>
>>123754763
There's nothing else to rely on. Even with your J-JUST BREAK LE LOS + GRENADES :^) memeing, there's only 4 grenades, they have piss poor throwing distance meaning ayys will stick out of range on 90% of maps (because 90% of maps are just open parking lots/roadways full of half cover cars and nothing else) and you can't kill what you can't see if you're busy hiding behind the one high cover element on the entire map.

It's a shit, unfun game and you're only disagreeing to be a contrarian at this point
>>
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>>123669427
remove eggsalt
>>
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>>123754993
remove berserker too
>>
>>123740719
You know that getting reaction fired from outside your sight range while throwing is a thing, right? You guys should drop this dick waving contest, both old and new xcom have lots of rough, shitty stuff.
>>
>>123755294
the difference is that UFO was made almost 20 years ago, and has the excuse of age/primitiveness to be a little rough.

EU2012 is a AAA game by an AAA developer, and instead of making a sensible game, they just memed out real hard over Muh Nostalgic Hardcore Difficulty even though the original UFO had a bug that made it too easy

For fuck's sake, the hard mode is literally called "Classic".
>>
>>123733452
>what the fuck is this
Mods.
Knuckle Faust Rocket us basically nothing more than a disposable rocket launcher.
Automated shotgun has a six shot autofire
and the gauss weapons are just guns without autofire that almost always hit their target.
>>
>>123756073
>Automated shotgun
triggered. I'm calling /k/
>>
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what the genuine fuck
>>
>>123756123
No please, not the furfags
>>
>>123756552

rip anon
>>
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>finally get laser cannons
>3 fighters go for my satellites in 5 days
>>
>>123750814
The worst thing about this is, a lot of players have this issue and call the game "super hard." because thats how the tutorial teaches you to play, heck the tutorial teaches you that low cover is useful but using low cover on Vanilla classic will cause Thin men to absolutely murder you early game, and it only gets worse from there.

It never teaches you about breaking LOS or anything like that.
>>
>>123763890
Then don't play it. The people who are playing it aren't hurting you.
>>
>>123764358
The only hard part I've ever found about thin men is dealing with their acid attack bullshit. It makes someone useless for at least 3 turns.
>>
Are LW laser snipers worth it? I quite like my 5 ballistic ammo.

>>123765203
We're talking vanilla, where you're glad if mints use their piddly 1dmg/turn acid attack with no side effects because it means they aren't 360noscoping someone in full cover for a crit.
>>
>>123765337
The aim bonus helps your newbie snipers a lot in my experience. Scope+Laser sight is +20 aim with the laser rifle.
>>
>>123765436
>>123765337
Whoops, I meant scope + bipod
>>
When should I have arc throwers and captured an alien generally in LW? I'm in July and felt like I've been focusing way too much on everything else except the main missions.
>>
>>123765561
Whenever you feel confident enough to capture enemies. Getting captures earlier can be beneficial because of council requests and research credits, but it's not mandatory. Perhaps the best reason to go for captures is to recover an alien grenade so you can do the foundry project to help your engineers stay powerful.
>>
>>123765967
Well I felt confident a month ago which is why I ask. I don't feel so good now that mutons, mectoids, and cyberdisks are showing up in "light" and "moderate" encounters.
>>
>>123766056
Well once you build chem grenades you can make captures much safer. If you acid an enemy with 1 hp (not a lid or thin mint) then they won't take actions in most cases on your turns. Helps turn "RANGER" moments into captures.
>>
>>123766056
I usually delay my captures until around then. Bring lots of chem grenades, and take the repair perk on a few engineers with high mobility.

Eventually you'll get something down to 1 hp and apply chem for some fairly safe capture attempts.
>>
Or you can just mod the Arc thrower to be a ranged device instead of a shitty melee stun gun that fails often even at 90% chance and above.

Stupid mechanic.
>>
>>123755670
X-Com was not shit out of Gollop's ass the day before it was published. It was the fourth of a series of turn based games of similar mechanics, starting from Rebelsquad. 10 years to figure how stuff works. And it kinda floundered in that regard,
>>
>>123769546
Or you can just install the dev console and just gift yourself captives. Stupid rng bullshit.
>>
>>123730828
Snek is cute. CUTE!
>>
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>>123743632
>2015
>not using openxcom

Its literally just x-com with bugfixes, better user-interface, and an active modding community. Even if I hypothetically owned the original x-com, I would still be playing openxcom.
>>
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Just let this general go undercover until the commander returns with the fresh bagels.

Which is to say, around February 5th
>>
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Real drone army when?
>>
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>>
>>123796667
neat, but what do those pistons at the crotch actually power?
Some high impact sexual violence?
>>
>>123797140
>not reloading when your favorite soldiers die>>123797673
>>
>>123797673
My best guess would be powering the forward/backward leaning motion
>>
>>123798403
more like the torque of the chest, really. For efficient horizontal sweeps perhaps.
>>
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>>123756552
>bugs and squids
>>
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>>123796667
I look at this and all that comes to mind is BO3's intro with the MC getting mutilated. W-Why?
>>
>>123754947
nah dude
you are just bad or too stubborn and ignorant to try new methods or strategies
>>
>>123799446
its the break los troll, note how in all posts he pretended to be clueless yet he was the first person in the convo to use "break los"
>>
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>>123804418
>ayys flying in my airspace
>send in my best fighter
>airgame about to begin
>first shot hits
>lose my best fighter in a split second
Fuck this gay earth.
>>
>>123805076
>airgame doesn't have much and depth and isn't exciting...
>Oh I know lets add crit rolls that can down your interceptors in two hits
>Much better
>>
>>123805784
It does add an element of gradually increasing risk instead of abandoning only when the next hit will clearly kill you.
>>
>>123803108
but breaking los does work in many situations. You can setup easy overwatch traps and let them come to you especially when you are wary of triggering new pods. As far as I am aware and from experience, unactivated pods don't tend to hone in to your location unless it's a shitty, tiny map on a terror mission. Then fuck breaking los you are fucked either way.
>>
>>123806589
I'm saying that the guy I was explaining breaking los to is a troll. He was the first person to use the phrase "BREAK LE LOS" in the conversation - in my own posts I described it in other words. If he were a noob who hasn't heard of hiding and skipping turns, he wouldn't have known that exact phrase, because nobody used it before him.

When he showed clearly that he's a regular and knows what I'm referring to and is just playing at being a retard, I stopped replying. You should too.
>>
page 10
>>
>>123735247
The suit is armour and mechanical components

the meld is for the neural up-link that lets the auged guy use the thing

and for auging, meld is used to make the cybernetics connect with the nervous system and helps prevent them from being rejected by the body
>>
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>>123805784

While I respect their attempt to add dept to the Air Game.

The way they implemented it is just too frustrating for it's own good.

It's so nice to have the Air Mod.
>>
page 10
>>
>>123765203
>I play exclusively on Easy
>>
>>123825261
More like I know how to deal with them properly. The vanilla aim bonuses are bullshit anyway.
>>
>>123826563
Yup I never have trouble killing 4 hp enemies.

Long war's a different story though.
>>
>>123826817
>4hp thin mints
Ok so you DO play exclusively on Easy.
>>
>>123826948
Oh so you haven't actually PLAYED the game? Guess what buddy boy, that's their HP on classic.
>>
>>123827456
http://xcom.wikia.com/wiki/Thin_Man
>>
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>>123826817
>>123826948
>>123827152
>>123827456
>>123827684
Not entirely sure if being your being bated by him or if he just doesn't read. I'm gonna go with bait.
>>
>>123829126
Guess I was wrong. He just doesn't read.
>>
>>123829126
Good bait.

Please don't think of this guy as a typical long war mod player. He probably save loads in his "ironman" campaign.
>>
Starting up a new campaign since I don't know what the fuck to do in my old one. What second wave options?
>>
>>123830425
What part are you stuck on? As for the second wave options I like to use aiming angles and absolutely critical. Thin men kill me a lot.
>>
>>123830828
>actually getting flanked that easily
holy shit and you people talk shit about how thin mints are so nonthreatening
>>
>>123830828
It's not that I'm stuck on anything it just that I haven't played the save in so long I've completely forgot my research plan, base building plan, etc.
>>
>>123830951
I don't mean that the ayys flank me. I just like getting the mints back for their bullshit.
>>
Absolutely Critical owns because it makes the only strategy in XCom worth using actually work consistently instead of only like half the time. And critting Sectopods rules.
>>
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Wish we could reverse-engineer these claws and equip them on a MEC as an upgrade to the KSM.
>>
>>123833850
What if you weren't a little bitch with nothing better to do than stir up a dead general?
>>
How do soldiers gain psi xp? Just missions or through use of psi abilities?
>>
>>123834683

yes
>>
>>123834683
Using psi abilities successfully is the only thing that increases psi xp.

A success gives a decent chunk. A kill with psi doesn't add extra xp towards unlocking psi stuff, but does count towards conventional promotions.

Basically just Mind Fray fucking everything. You should be doing it anyway because Mind Fray rules. I guess you could also spam Psi Inspire.
>>
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>start a new ironman game
>got all my dudes up on different doors to a room to get some sikk flanking off the inevitable activation inside
>ayys move pretty much perfectly to get donked but I don't have sight on the whole room yet

>get my B team to open the door

>click on the door with my Left Mouse Button

>dude just runs through it instead

THIS FUCKING GAME
>>
>>123836038
left click bug is best bug
>>
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Explain this bullshit
>>
>satellite uplink is directly below the engineering division at game start

>uplink must have insane power to transmit through all the solid rock and metal rooms and shit

>engineers are constantly being enveloped by high-energy (probably microwave) radiation

why is my memorial wall not constantly filling up with dying engineers? Is laser/plasma research just a result of finding that all the air in the engineering division occasionally bursts into flame and figuring out why?
>>
>>123838319
XCom is really poorly designed. That's probably not even a software bug but an actual design edge case of some sort.
>>
>>123838319
fix your game jake
>>
>>123838319
pipes op anon
does the pipe/ladder exploit work for your troops?
>>
>>123839310

yes
>>
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Is this normal for October 1st year research? I went france and have had a ton of scientists due to captive requests.

>>123838319
It's an old ass bug that never was fixed.

>>123839310
Yes, the flanking bug works for xcom too. But the enemy isn't going to move for a close in flank since they don't use shotguns.
>>
>>123839510
does the glitch only happen when they're near you or whenever like if they were flanking you from 10 tiles away would it count?
>>
>>123840217
It only happens at close range on corners with pipes you can climb on.
>>
page 10
>>
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>start up a campaign
>have most of the second wave options chosen
>game is difficult as fuck
>start up another campaign
>same second wave options except now with Absolutely Critical
>suddenly game is easy mode
W-What?
>>
>>123845764
>>suddenly game is easy mode
Are you saying Absolutely Critical makes the game easy, or the game literally bugged out and you are on the formal Easy difficulty?
>>
>>123845815
Absolutely Critical made the game easier.
>>
>>123845764
I find that red fog makes the game easier too.
>>
>>123845764
Makes flanking reliable as fuck.
It's the one of the second wave options I picked in my first game of Vanilla EU.
>>
>>123845868
Oh, okay.
I find the same thing, but it's not a bad thing. It makes the game a lot more consistent, and closer to the hyper-lethal but ultimately fair vibe UFO Defense had. Consistency is important in game design, and it's something the basic EU2012 gameplay really lacks, there's too much RNG everywhere so player choice has very limited impact. With Absolutely Critical on, it edges it a bit closer to the (seemingly intended) gameplay of trying to get flanking hits and moving a lot during battle instead of just bringing 3 heavies, 2 ITZ squadsight snipers and a disposable SHIV to scout and rocketing everything before having one of your snipers kill 15 enemies as a free action.

>>123845896
Not in Vanilla. It doesn't apply to aliens in Vanilla.
>>
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>>123796667

These also remind me of this.
>>
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>>123833850

They did show a knife-on-muton action in one of the early trailers.

Wish they have keep on with that.
>>
>>123846014
It makes killing coverless stuff trivial; mechtoids, berserkers, chryssies. That's why you feel like the game is easier.
>>
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>>123849456

Wait. The post(s) got deleted?
>>
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>>123853635
this game is really badly thought out

I don't know how they didn't catch it during playtesting

or maybe they just dismissed it all, genuine bugs included, with "That's XCom, bitch!"
>>
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>>123854069

Yeah. Too many 'things' got pass.
>>
For higher difficulties in LW, do you guys sell all your meld? I realized that with 5-50 meld earned per mission, that's piles of money to be used for sats/labs/workshops. How much do you keep?
>>
>>123855557

MECs take 400+ meld to field, so i generally don't sell any after the first month
>>
>>123855690
But is it worth missing out on $1600 in the early months so you can get out a mec as soon as possible? What difficulty do you play on?
>>
>>123855848
(not trying to put you down btw, asking to know if I should take your opinion on faith - I play on normal myself.
>>
>>123855848

bronzeman/brutal
>>
>>123855939
well I guess mecs are a lot more important than I gave them credit for then
>>
>>123856064

they're a bigger leap in power than gene modding
>>
>>123681673
>what do you mean i can't install new rims on a leased car
>>
>>123856771
>not installing rims on his leased car
what's the point of leasing a car if not to show off wealth you don't actually have? Throw some rims on that bitch.
>>
>>123855557
>>123855848
The only thing I'd sell meld for is laser cannons.
Nothing else justifies it. I find myself meld starved between starting MECs and first base assault.
Brutal diff
>>
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>>123856119
>>123857197
thanks
>>
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>>123857497
>tfw no new invertin fanart
>>
So is enemy within worth getting?
>>
>>123859821

absolutely
>>
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THIS SNIPER CAN'T SEE THIS DISK. WHYYYYYYYYYYY. FIX YOUR GAME JAKE
>>
Is it possible to cheat super hard at EU? I'm kinda bored with the game, and want to see what kinds of ridiculous bullshit I can make by giving people perks they're not supposed to have.
>>
>>123861862
>not making all your GLR snipers into snapshot ITZ monsters
>>
>>123861959
>ever taking crutchshot on any of your snipers

If LOS bullshit like this never happened that perk would have no reason to exist.
>>
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post yfw xcom 2 will have even more broken los
>>
>>123862064

eh, sometimes shit happens like your sniper is behind a big building or on a different elevation. It's always good to move them or equip a marksman rifle for situations that involve sudden expected repositioning.
>>
>those like 20 turns at the end of each mission where you have to carefully hunt down that one last pod

jesus christ i hope firaxis makes it so when there's only a couple aliens left, they start edging towards you or something

just something to get rid of these boring-ass 20 turn single sectoid hunts
>>
>>123862313
>finally find the last TWO SECTOIDS of the mission
>they activate oddly so one of them is semi-permanently stuck in a building with no doors (it's that construction/demolition map with the bricked-up doorways into rooms not normally meant to be entered)
AUUUUUUUUUUUUUUGH

good thing I have some grenades left but fuck, that could have been a ruined save right there
>>
>>123862313
I assaulted a landed transport yesterday and killed 50+ aliens including the command pod and I still had to hunt down a pussy sectoid from the first engagement. I've been saved from being punished by risky positioning by fleeing enemies more times than I care to admit.
>>
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>when the ayy lmao takes cover on the SHIV you were gonna use to blast it

it's one way to avoid a crit I guess
>>
>>123863220
>that gif
>throw chem at double cyberdisc
>none of them gets debuffed
>>
>>123863597
Flying enemies cannot be hit with chem
>>
>>123863637

true, but always remember that your flying units can be hit with grenades
>>
>>123863637
>joke.jpg
>>
>>123863680
Only because the AI has perfect aim and often gets bombard+tandem warheads
>>
>>123863718

yup, also because the AI is forced to aim the centre of a grenace AOE directly on one unit
>>
>>123863792
Or you know, just blow themselves up.
>>
>>123863792
They're not. I've seen mutons throw into middles of packs instead of at a guy.

Poison spit is only on enemies, though.
>>
>>123863868

well that's just due to them not taking bad collision into account.
>>
>>123863896
I love it when I kill thin men and a pod activates by walking through acid. Free chem on those mutons
>>
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>Open X-Com
>Endgame
>5 days to finish the avanger
>contacts everywhere
>Scramble interceptors
>take down a few saucers
>2 gets trough the defenses
>1 gets shot down with the anti-air equipment
>1 lands
>base defense
>Explosions everywhere
>Granades falling left and right
>I camp in the doorway with two snipers at the end of the
>Ayys are slowly pushing me back
>4 of my soldiers ar at the other side of the base
>they come in and sweep the floor with the aliens using the remaining explosives
>mfw
>>
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help
>>
>>123864061
I love how it even works in Vanilla. You don't see it often because of where and when thin mints spawn, but it can happen, and it fucking rules.

>>123864516
Doesn't look like you need help, buddy. 10/10 squad.
>>
>>123864516
first landed large? I'd bring one more flashbang myself
>>
>>123864516

it looks like you have enough shotguns. I wish you the best of luck.
>>
>>123864516
Post wipe
>>
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>how angry vahlen gets when you keep stunning guys without a containment facility
WHy does she get so angry?? why wont she just look at all the Cool Free Plasma Weapons i keep bringing home
>>
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I think it tried to drop him into cover but was blocked by the other sectoid
>>
>>123868056
>'Otter'
slut
>>
page 10
>>
>now everyone is constantly taking the piss out of XCOM
wtf
>>
>>123877457
>everyone
Besides the usual complaining, there's probably only like two people, maybe three.
>>
>>123871081
is that otter a gentleman
>>
>>123877667
/fog/ stole everyone. Now we're all that's left.
>>
>>123877831
xcom is dead
destroyed by ayylmaos
but just wait until february
we will rise and take over /vg/ again
>>
>>123878054
then all the newfags will complain about this being an rng game while they stand out in the open
>>
>>123878156
then all the oldfags will post
>break los :^)
>>
>>123878156
newcom has approximately zero tactical depth though, los memes or not, it's still down to dice rolls and there's not really much variation between any given engagements
>>
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>>123878054
Allah XCOM, brother.
>>
BAGELS FUCKING WHEN
>>
Rush Guass or rush lasers and then some other shit? Don't really know a good research plan to go by. Usually just pick randoms stuff.
>>
>>123878350
break los and he might appear next turn
>>
>>123878392
just git adv lasers(for cannons) and captures asap, and then either MEC or gauss
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