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Author Topic: X-Com Chimera Squad  (Read 733644 times)

Greenbane

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Re: X-Com 2: Welcome Back, Commander.
« Reply #4080 on: February 06, 2016, 10:33:16 am »

Also, to those who say "Well, you'll just roflstomp them otherwise", there are two points to consider.

1: That's a balance issue which isn't our problem.

2: If the AI were dynamic enough to move around in the FoW (And this is more geared towards EU) than just stand around like retards until you discover them, then it would be quite possible to get ambushed by THEM instead of the other way around.

I suggest that people who don't mind this garbage feature play X-Com, Jagged Alliance, or Silent Storm to see how to properly make a game in this genre. The meta-dynamic of turn based strategy really changes when you implement a free turn for anyone (I mean, interrupts totally change tactical decisions in the games I've mentioned), and with how wiz XCOM 2 is in a lot of other ways, I think this feature could have been nuked.

TL;DR - Free movement is shit, XCOM 2 is a good game, I'm going to go play it now.

It's not a balance issue. It's a conscious design decision to accommodate for an entirely different game system. If you're going to implement cover and bonuses for flanking (i.e. encourage tactical maneuvering instead of turkey shooting), you need to make compromises. As I said, the original games had harsher interrupts: often you had to tough it out, as throwing smoke grenades everywhere also obscured your own vision.

I have extensive experience with UFO Defense, Terror from the Deep and Jagged Alliance 2. They're great games, but you seem to have trouble accepting new approaches. I'm not saying XCOM and XCOM 2's system is necessarily better: it's just different, and that doesn't make it unworthy.

As for your ambush example, it's flawed as you're describing a botched/ineffective/RNG-fucked ambush, if a) there's surviving aliens in the pod, and b) you've opened fire with them close enough to flank and ruin your day. I might as well say advancing in the OGs consisted of moving three soldiers and losing two to reaction fire, that the first turn consisted in the rocket launcher guy being mind-controlled and blowing up the entire squad in the Skyranger, or simply say blaster bomb squad wipes are frequent.

-----

Anyway, I'm still adapting my tactics, gauging just how much loss is acceptable and trying to suck it up and remain on Commander level. I'm losing a lot of rookies and more, and just had my first encounter with stun lancers in the Blacksite mission. Managed to activate five enemies, and three of them were lancers. I thought I could hold out with my sharpshooters from high-ground, but it was a terrible mistake. There was a lot of stun-banging, panicking and death. It was a massacre.

A different, Retaliation mission had me lose one of my pet characters to panic and a thoroughly unexpected Faceless. Not to mention two other rookies. I had the Corporal in charge bail out. Brutal. My income from the region was halved after Mr. Shady Baldy Man chastised me. Please, do make some sacrifice and tolerate some losses! You're not the only ones bleeding for the Good Fight!

And well, the Guerrilla Tactics School can train a rookie to a squaddie class of my choosing every 5 days, for free. That's something, I guess.

Also, I keep forgetting you can save the equipment of fallen comrades if you carry their bodies to the evac site. Presumably. But to be honest, my exfiltrations have been too chaotic to allow that without endangering the fleeing survivors.
« Last Edit: February 06, 2016, 10:35:33 am by Greenbane »
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Krevsin

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Re: X-Com 2: Welcome Back, Commander.
« Reply #4081 on: February 06, 2016, 10:37:19 am »

Turn Based Strategy as a genre is built on cheaty AI bullshit. Praising some cheaty AI bullshit while mocking other cheaty AI bullshit just betrays a fundamental lack of understanding how the genre works.

Yes, they get free moves to jump into cover. No, it does not suddenly utterly crush every semblance of strategy the game has. If you're smart, you know how to plan out the triggering of the pod in such a way that you have a way of dealing with it.

The same way that grenade-clearing rooms and UFOs in oldcom evolved because you were always terrified of those bloody reaction shots the aliens always had.

Adversity breeds adaptation of strategy. Cheaty bullshit is just another form of adversity. Deal with it, adapt to it and stop whining. Or go play a TBS whose cheaty bullshit you've already adapted to.
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motorbitch

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Re: X-Com 2: Welcome Back, Commander.
« Reply #4082 on: February 06, 2016, 10:47:47 am »

overhyped.
graphics sure are an improvement over the previous xcom with itself set a new gfx mile stone for the genre.
gameplay whise... i think the only thing that saves the missions from being completely borring is artificial high difficulty by unfair game mecanics.
bottom line: ive seen better.


my 2ct, wont post in this thread again o7
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Flying Dice

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Re: X-Com 2: Welcome Back, Commander.
« Reply #4083 on: February 06, 2016, 10:48:57 am »

Here's a perfect example of why the timer-countdown missions all over are good: I just finished off one of those "secure the convoy" missions where the only objectives are "kill 'em all" and "don't shoot the loot".

I went in with the base 4-man squad; one rookie, one Sgt. Ranger, one Lt. Specialist, one Sgt. Grenadier. The total opposition I faced was: 1x MEC, 1x Shield-ADVENT, 1x Advent Captain, 2x Snektit, 2x Codex, 2x Sectoid. My total losses? 4 damage on the Grenadier from a grapple, 2 damage on the rookie from... god, I don't even remember what. Because I was able to creep and crawl around, picking off one pod at a time.

--

Anyways. Things that Firaxis did well on the smaller scale of things: Unlocking instant-researching of autopsies once you've fought enough of that type of enemy. Thank god, autopsy research was such a time-waste.

Also, the random-genned loot, ammo/grenade projects, and Battlescape-level ayy lmao projects. Pretty much every single one I've encountered has made a meaningful change to the dynamics of the tactical game. Got a gas grenade a while back, so now it's much easier to deal with the 3x Sectoid pods and such with that on my Grenadier. Let ADVENT get the project which increases their vision range during the stealth rounds, so now I can't sneak-complete anything. Got an autoloader on my Grenadier's cannon, which let me pull off a trick where I killed a Snektit that was grappling her after she had her ammo drained by a Codex, then she free-reloaded and got a flank crit on the Codex. Getting Untouchable on that Specialist, so now I've been pulling balls-out plays with the mindjack. &c. forever.

Good stuff, man. Real dynamic semi-random tactical options.
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piecewise

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Re: X-Com 2: Welcome Back, Commander.
« Reply #4084 on: February 06, 2016, 10:58:13 am »

Once again, if they didn't have a free move they'd just get utterly massacred.
You ever think thats because the devs are doing something wrong? I mean, if you're just gonna have the enemies spawn when you see them, then why not just have them spawn in cover? Boom, no more need for a free movement turn.

As per the ambush thing, isn't that kind of the point? You only get one ambush, shouldn't it be more powerful than killing ONE enemy? I mean, they pit you against 15-20 guys on a mission, killing one of them is actually less effective than most normal turns.

Turn Based Strategy as a genre is built on cheaty AI bullshit. Praising some cheaty AI bullshit while mocking other cheaty AI bullshit just betrays a fundamental lack of understanding how the genre works.
But generally the cheaty bullshit isn't front and center in your face. It's generally the AI having more health, more units, better aim, full map visibility, that sort of thing. And thats fine because it exists to deal with the fact that the AI can't ever be as resourceful or effective as a human player. But this extra movement thing is annoying because not only is it right in your face all the time (Ah! you saw me! I get to move! Now I move again! Hope you like shock lancers because here's 5 of them right up your butt from half the map away!) but it's a bandaid solution for a deeper problem in the way they spawn enemies.  There are many other ways of handing it that don't involve cheating, or as obvious of cheating.  Thats the big problem I have with it. I understand the reason it exists, but I also understand that it could just as easily be replaced with something less annoying.

If you're smart, you know how to plan out the triggering of the pod in such a way that you have a way of dealing with it.
Yeah, we all figured that out back in EU with slow movement and overwatch. You poke your way into the darkness, triggering only one group at a time, and take them out as fast as you can. But now you can't do that. Now you have 8 turns to cross a map. Which you can deal with, of course, but it means taking more hits, more casualties and generally having a harder time of things. Which, considering that in the beginning a single hit is the type of injury that puts you out for an entire month,  is not the sort of setbacks that are easily dealt with.

Not to mention that stupid "Shaken" mechanic. Because I really needed another reason for my units to panic for no reason. Not like I don't have 3-4 sectoids getting cross the map mind control attacks every mission.

Aklyon

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Re: X-Com 2: Welcome Back, Commander.
« Reply #4085 on: February 06, 2016, 11:05:04 am »

At least you guys are trying to argue your point though, mostly. The steam forum complaint dump is just shouting 'REMOVE TIMER/SNEK/PSI' as loudly as possible.
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Sean Mirrsen

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Re: X-Com 2: Welcome Back, Commander.
« Reply #4086 on: February 06, 2016, 11:10:39 am »

Re: cheaty bullshit:  I think the point of the matter can be seen much more clearly with just the simple idea of classes and abilities. XCOM is not a realistic tactical battle game. It's a turnbased tactical action-RPG, with everything that entails. Turn order matters little when you have ability combinations allowing you to empty a double-size magazine of a sniper rifle, all equally precise shots, in the span of a single turn. Silent Storm really had it right in all respects. I keep saying it, but it'd make a wonderful platform for an X-Com sequel. It just does so many things exactly like X-Com needs, strategic gameplay aside.
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Krevsin

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Re: X-Com 2: Welcome Back, Commander.
« Reply #4087 on: February 06, 2016, 11:48:47 am »

If you're smart, you know how to plan out the triggering of the pod in such a way that you have a way of dealing with it.
Yeah, we all figured that out back in EU with slow movement and overwatch. You poke your way into the darkness, triggering only one group at a time, and take them out as fast as you can. But now you can't do that. Now you have 8 turns to cross a map. Which you can deal with, of course, but it means taking more hits, more casualties and generally having a harder time of things. Which, considering that in the beginning a single hit is the type of injury that puts you out for an entire month,  is not the sort of setbacks that are easily dealt with.

Not to mention that stupid "Shaken" mechanic. Because I really needed another reason for my units to panic for no reason. Not like I don't have 3-4 sectoids getting cross the map mind control attacks every mission.
Time limits are there for exactly the reason people hate them, to pressure you into moving onward and to force you into making decisions on the fly (as much as you can given the turn based nature of the game). It's there to prevent you taking part in extended firefights that EU was known for and force you to make risky movements.

Again, adapt to it or lose. Tactics from EU don't work anymore and it's time to do things differently. By which I mean liberal use of grenades. All day, every day. Or avoid engagements and try to hog concealment for as long as you possibly can.

Basically the timer forces you to avoid extended firefights like the plague, which means you need to plan your firefights in advance and only break concealment once you're certain you can take out the enemy squad in a relatively short timespan, or until you're close enough to the objective.

Turn Based Strategy as a genre is built on cheaty AI bullshit. Praising some cheaty AI bullshit while mocking other cheaty AI bullshit just betrays a fundamental lack of understanding how the genre works.
But generally the cheaty bullshit isn't front and center in your face. It's generally the AI having more health, more units, better aim, full map visibility, that sort of thing. And thats fine because it exists to deal with the fact that the AI can't ever be as resourceful or effective as a human player. But this extra movement thing is annoying because not only is it right in your face all the time (Ah! you saw me! I get to move! Now I move again! Hope you like shock lancers because here's 5 of them right up your butt from half the map away!) but it's a bandaid solution for a deeper problem in the way they spawn enemies.  There are many other ways of handing it that don't involve cheating, or as obvious of cheating.  Thats the big problem I have with it. I understand the reason it exists, but I also understand that it could just as easily be replaced with something less annoying.
It's not so much a bandaid solution as it is a very deliberate mechanic on the developer's part. It is a way of cheating to give the AI a slight upper hand in order to force the player into adapting their strategy. it's how all TBSes do it, they cheat so the AI always has an initial upper hand on the player.

Now, combat in nuCom is mostly based on positioning rather than pure stats. While stats still play a role there's obviously emphasis on the former rather than the latter(given how visible the effect of flanking is). So, how do you skew the odds in the AI's favour? Well, you start off with the traditional TBS approach of giving the AI more health, numbers and damage output than the player.

However that doesn't mean jack diddly squat because of how important your position relative to the enemy is (those goddamn flanking shots). You can have the meanest, toughest, most numerous bastards this side of the galaxy and it won't mean shit if they're all in a visible position with no cover because of how flanking works in nuCom.

So either you completely redo your entire combat system to make cover and positioning less important, which isn't really an option, or you find some way of negating the quite frankly staggering advantage the player has over the AI when the AI is flanked.

Whatever you do to solve this problem, it's gonna be cheaty bullshit on some level. Overt, covert, it really more depends on how you choose to perceive it than on any fundamental mechanical level. People think it's bullshit that the aliens move when a pod is discovered, and that's fine. But make no mistake, every TBS game ever made is full of similar tricks, some just being more covert than others.


Anyway, my main point is that nuCom is a different type of TBS than oldCom was, much in the same way that Starcraft is fundamentally different to SupCom. They have a different way of doing the same thing and comparing one to the other is more of an apples and oranges thing than most people would care to admit.
 
Re: cheaty bullshit:  I think the point of the matter can be seen much more clearly with just the simple idea of classes and abilities. XCOM is not a realistic tactical battle game. It's a turnbased tactical action-RPG, with everything that entails. Turn order matters little when you have ability combinations allowing you to empty a double-size magazine of a sniper rifle, all equally precise shots, in the span of a single turn. Silent Storm really had it right in all respects. I keep saying it, but it'd make a wonderful platform for an X-Com sequel. It just does so many things exactly like X-Com needs, strategic gameplay aside.
Especially with the destructible terrain in that game. Explosives were so much fun.

Also I'd argue that any semblance of "realistic" goes out the window whenever you try to do a turn-based strategy. Unless it's a WEGO type thing. Or you do it pausable real-time like the UFO: Afterblank series.
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Neonivek

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Re: X-Com 2: Welcome Back, Commander.
« Reply #4088 on: February 06, 2016, 12:11:20 pm »

Also for people who hate the timers

There is now a Timer Tweek mod it should help

There are still timers but they have been increased from 2-4 depending on the mission type. Some story missions are entirely unmodified.

There is also Disable Timers if you need it.
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XhAPPYSLApX

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Re: X-Com 2: Welcome Back, Commander.
« Reply #4089 on: February 06, 2016, 12:23:45 pm »

Well, I got to play 5 hours worth yesterday, and it is a very awesome game all around in my opinion.

Love the aesthetic, love the fact that the soldiers don't really look like god dang action figures. And the difficulty is really tough without being overtly tough, like in EU. What with the mini pectoids having perfect aim and such.

That doesn't seem as much of the case in this one, they still have damn good accuracy, but it doesn't seem perfect all the time.

But yeah, most of my problems with the original have been addressed, so my opinion is a F*cking play it/10. Only really have trouble with performance and camera rotation.
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Neonivek

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Re: X-Com 2: Welcome Back, Commander.
« Reply #4090 on: February 06, 2016, 12:36:34 pm »

There is a mod for freeform camera happyslap!
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Greenbane

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Re: X-Com 2: Welcome Back, Commander.
« Reply #4091 on: February 06, 2016, 12:38:47 pm »

Once again, if they didn't have a free move they'd just get utterly massacred.
You ever think thats because the devs are doing something wrong? I mean, if you're just gonna have the enemies spawn when you see them, then why not just have them spawn in cover? Boom, no more need for a free movement turn.

As per the ambush thing, isn't that kind of the point? You only get one ambush, shouldn't it be more powerful than killing ONE enemy? I mean, they pit you against 15-20 guys on a mission, killing one of them is actually less effective than most normal turns.
I said at least one guy. If there wasn't any 'dive to cover' thing then it would be like that every time you encountered an enemy patrol.

And I prefer this system to 'spawn in cover' because 1) The difference isn't existent, really. The difference is literally 'do you see them dive to cover?' and 2) I'm pretty sure people don't sit there permanently in cover in real life, so it'd seem a bit silly.

Cover is also strictly directional, which means it'd be complete BS if you were advancing and stumbled upon enemies automagically in cover relative to your position.

You can't change this without scrapping the whole cover system and flanking bonuses. As I mentioned earlier, then the incentive for maneuvering would be lost and we'd go back to turkey shooting.
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Graknorke

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Re: X-Com 2: Welcome Back, Commander.
« Reply #4092 on: February 06, 2016, 12:46:25 pm »

No comment on the disclaimer that basically says "don't actually VIGILO CONFIDO anything".
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Dansmithers

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Re: X-Com 2: Welcome Back, Commander.
« Reply #4093 on: February 06, 2016, 01:06:25 pm »

I have to say, I found the game a little more fun when I turned the difficulty down. But that's mainly because I cannot into tactics
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Wiles

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Re: X-Com 2: Welcome Back, Commander.
« Reply #4094 on: February 06, 2016, 01:19:56 pm »

I'm pretty sure I'm going to lose to the doomsday clock. I made some mistakes early on in what facilities I built which has led me to this point. Oh well. I'll know better next time.  :-\
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