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Author Topic: X-Com Chimera Squad  (Read 731739 times)

umiman

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Re: X-Com 2: Aut Neca Aut Necare
« Reply #5580 on: June 02, 2016, 09:18:53 pm »

Re: XCOM2 and RNG... I swear there must be something wrong with it. Way too many of my shots missing at >80% (even at 95%!) odds. Also maybe it's just me, but way too many enemy shots seem to hit me despite full cover  >:( >:( >:(

Also: is it just me or sometimes the information on which tiles are "safe" during stealth mode is rather inaccurate?
Here's how accuracy works: https://www.reddit.com/r/XCOM2/comments/45u81x/yes_xcom_2s_rng_cheats_in_your_favor_heres_how/

During stealth mode you will be revealed if at any point during the phase you run through their or any civilian's sight range (even those unrevealed). Also you will be revealed if you're ever in a position that's not in cover or considered flanked.

EnigmaticHat

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Re: X-Com 2: Aut Neca Aut Necare
« Reply #5581 on: June 03, 2016, 12:01:34 am »

Isn't that exactly how the Firaxis does it with Xcom?  They start with a perfectly reasonable idea of balance and then they add small modifiers and small modifiers until suddenly balance is hugely affected.  The difference, purely in enemy placement and stats, between different difficulties is already HUGE, then they gotta go and add hidden bonuses on top of that?
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umiman

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Re: X-Com 2: Aut Neca Aut Necare
« Reply #5582 on: June 03, 2016, 12:04:21 am »

Isn't that exactly how the Firaxis does it with Xcom?  They start with a perfectly reasonable idea of balance and then they add small modifiers and small modifiers until suddenly balance is hugely affected.  The difference, purely in enemy placement and stats, between different difficulties is already HUGE, then they gotta go and add hidden bonuses on top of that?
And what exactly do you think is wrong with the balance? That they skewed it too much in the player's favour? Because I would agree in the lategame all the XCOMs become piss easy (except XCOM 2's final mission).

But I don't think that has anything to do with any hidden values.

EnigmaticHat

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Re: X-Com 2: Aut Neca Aut Necare
« Reply #5583 on: June 03, 2016, 12:10:54 am »

In this case, the jumps between difficulty are too extreme.  You have more enemies AND better enemy stats AND longer strategic times AND less hidden comeback mechanics AND potentially no starting resources from the tutorials.  I stopped playing both games (temporarily in the case of the second one) because the third difficulty was so easy as to be an almost guaranteed win but the fourth difficulty was so hard for me the campaign would be ruined by the second or third mission.  I've heard other people say similar things about the jump from the second difficulty to the third in both games.
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Egan_BW

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Re: X-Com 2: Aut Neca Aut Necare
« Reply #5584 on: June 03, 2016, 12:12:27 am »

git gud
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EnigmaticHat

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Re: X-Com 2: Aut Neca Aut Necare
« Reply #5585 on: June 03, 2016, 12:20:04 am »

I want to criticize you for saying that but I guess the slashthrough makes it ironic so?  Take that silliness back to Dark Souls, people should be able to enjoy video games even if they're bad at them.
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Egan_BW

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Re: X-Com 2: Aut Neca Aut Necare
« Reply #5586 on: June 03, 2016, 12:28:16 am »

If you're not good at videogames you don't deserve to enjoy them. And Dark Souls is a masterpiece.
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My Name is Immaterial

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Re: X-Com 2: Aut Neca Aut Necare
« Reply #5587 on: June 03, 2016, 02:00:27 am »

play on easy like me there's no shame
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RAM

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Re: X-Com 2: Aut Neca Aut Necare
« Reply #5588 on: June 03, 2016, 03:41:02 am »

It sounds to me like the problem is not that it is too difficult, but that the specific difficulty that is desired does not exist. It would probably have been better to have a custom difficult option where the specific elements could be adjusted manually. You can probably do that by digging through the data files with a text editor, but that doesn't match the definition of "completely implemented" to my mind...

So... Has anyone taken The Rulers' measurements yet?
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Rince Wind

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Re: X-Com 2: Aut Neca Aut Necare
« Reply #5589 on: June 03, 2016, 04:40:35 am »

But it is exactly the point of the highest difficulty that it is way harder than even the one before it. Though I admit that on the lower difficulties the game is a bit easy once you know what you are doing and survived the first missions.
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scrdest

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Re: X-Com 2: Aut Neca Aut Necare
« Reply #5590 on: June 03, 2016, 10:20:23 am »

If I had to give the game one criticism (HUGE CRITICISM)

It is that it fails to actually project the premise of the game. Which is that you are a resistance cell against an near all powerful looming presence of aliens who have near unlimited resources to deal with you.

It actually feels like an alternate version of the first game.

MIND YOU! I believe this problem is because, once again, the makers of the game didn't want you to feel like you were playing the villains (and thus actually committing acts of terror) AKA why there are no human enemies.

Yeah there are terror missions, but you can push them back (Heck they don't even have to recover)... You don't really do any ground work, don't plant any spies, don't cut off supply lines, don't blow up bridges...

In fact I'd go as far as to say that all the aliens had to do to win... was to cancel the Avatar project. As then you would have had nothing on them. Then again the aliens did prove they were absolutely incompetent in this game anyway so yeah.

---

Heck even the "Alien Leaders" DLC kind of plays into it. When I saw that DLC I thought we were actually going to go out of our way to actually kill off some generals and VIPs of the alien army.

But nope... that would be "terroristy" and we are the Naruto Ninjas of Insurgence. Thus we only killed them in self-defense.
I agree to some degree; in fact, I'm seriously planning to look into XCOM modding when I get some free time this summer to try to make some more... morally grey missions - such as random assassination-only missions with normal, non-VIP mode evac. But I understand why they didn't want to touch this particular aspect.

What I feel is particularly weaksauce is the no human enemies part - aside from Dark VIPs, that is. I mean it's not like that'd be some radical new ground, EW already had that with EXALT and they teased at it in the Gatecrasher VOs. Making at least the Troopers modified volunteers would at least make sense in regards to the fact that they are inexplicably gimped compared to Shieldbearers and Stun Lancers despite being grown all the same.

E: The mission name RNG rolled Operation Heavy Terror for a retaliation. I guess Bradford is all out of fucks.
« Last Edit: June 03, 2016, 11:54:03 am by scrdest »
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ChairmanPoo

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Re: X-Com 2: Aut Neca Aut Necare
« Reply #5591 on: June 03, 2016, 01:18:24 pm »

Re: XCOM2 and RNG... I swear there must be something wrong with it. Way too many of my shots missing at >80% (even at 95%!) odds. Also maybe it's just me, but way too many enemy shots seem to hit me despite full cover  >:( >:( >:(

Also: is it just me or sometimes the information on which tiles are "safe" during stealth mode is rather inaccurate?
Here's how accuracy works: https://www.reddit.com/r/XCOM2/comments/45u81x/yes_xcom_2s_rng_cheats_in_your_favor_heres_how/

During stealth mode you will be revealed if at any point during the phase you run through their or any civilian's sight range (even those unrevealed). Also you will be revealed if you're ever in a position that's not in cover or considered flanked.

I've been considering the matter, and I think that, indeed, the issue does not lie with the RNG. The problem is that there are far more advent troopers taking pot shots at you than vice versa, and cover is surprisingly ineffective for your soldiers  (even full cover gives you 25% odds of getting struck) I dont know if ADVENT troopers have better aim that xcom early ranks.

Now, this is normally not lethal in itself (unless you get unlucky and the first shot hurts you and breaks the cover, so that the second shot can hit you even more easily&crit) but it does lead to death-by-a-thousand-cuts during the campaign :(
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Aklyon

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Re: X-Com 2: Aut Neca Aut Necare
« Reply #5592 on: June 03, 2016, 01:23:51 pm »

Grab perfect information, when it isn't buggy you get a fair bit of stats on a lot of things.

Or if the issue is number of shots, add a couple to your squad size. 8 soldier squads can work fine without mods.
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ChairmanPoo

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Re: X-Com 2: Aut Neca Aut Necare
« Reply #5593 on: June 03, 2016, 02:31:53 pm »

I have perfect information. That's how I know the odds. 25% of being hit in full cover.  :o
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ChairmanPoo

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Re: X-Com 2: Aut Neca Aut Necare
« Reply #5594 on: June 05, 2016, 11:15:49 am »

Update:

I think I was overrelying on snipers (I liked to bring two). Which did give a bonus of sorts insofar you had LESS units under fire.... but it also led to fire being spread amid less units. Often led to wounded snipers, too, because of having to put them in the line of fire. A few missions in which I had to bring just one sniper because the other ones were wounded, I've found that playing it safe + close support yields me better results than having two snipers instead of one, in general.

Besides, one of the reasons I liked two snipers was because a ghosted ranger made them uber at taking potshots at enemies without revealing your real position (I've managed to do very good black site runs with that strategy). But with a bit more patience you can do that with just one sniper. And if your ranger gets unghosted, well, you'll get more benefits from having more close support units.


I think my overreliance on snipers was a leftover from XCOM2012, in which snipers were simply *the* way to go. Although, TBH, since sniper-scout couples were a standard in OldCOM, it might be a leftover from there as well.

OldCOM and NewCOM are not really interchangeable tactics-wise because there are huge gameplay differences between the two. Not necessarily making either better or worse, mind you... Oldcom running under openXCOM is really nice nowadays, and it has *very* good mods (and I don't mean Piratez, which I never really liked, although the premise more interesting than that  of XCOM2, if implemented more tongue-in-cheek.  I have in mind the likes of XCOM: Area 51 -formerly Redux-. I'm waiting eagerly for version 0,9)
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