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Author Topic: X-Com Chimera Squad  (Read 733363 times)

Rince Wind

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Re: X-Com 2: Welcome Back, Commander.
« Reply #4425 on: February 09, 2016, 07:31:40 am »

I think it is because vertical movement doesn't increase movement cost, so it is calculating the path with the least amount of movement points spent.
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Neyvn

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Re: X-Com 2: Welcome Back, Commander.
« Reply #4426 on: February 09, 2016, 07:35:00 am »

Spoiler: Wish me Luck (click to show/hide)
EDIT: Um, if you already read this before the edit. Ignore the last bit, Forgot to Save a spare run. Oh well. Next time...
« Last Edit: February 09, 2016, 07:40:26 am by Neyvn »
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Quote from: Ubiq
Broker: Wasn't there an ambush squad here just a second ago?
Merchant: I don't know what you're talking about. Do you want this goblin ankle bone amulet or not?
My LIVESTREAM. I'm Aussie, so not everything is clean. Least it works...

Cthulhu

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Re: X-Com 2: Welcome Back, Commander.
« Reply #4427 on: February 09, 2016, 07:48:50 am »

Is Avenger Defense really a one-time thing? I was under the impression it was rare but possible to happen multiple times. Because after I got shot down, I never got the dark event again.
Kind of disappointing, if so.
I'm pretty sure I remember reading that it was weighted such that you'd average one Defense per campaign. I'll see if I get another in my neverending one.

Speaking of that, had to undo the extra item slot on heavy armor, pretty sure it caused a crash. No big loss.

Oh! In regard to things that should really be explained: Holding LCtrl while you make movement orders allows you to set up waypoints so your troopers run the path you want them to.
You want to know what's something that should really be explained?

Having CAPS LOCK on while loading speeds the loading time dramatically.

It works.  What the shit.
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Shoes...

Shadowgandor

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Re: X-Com 2: Welcome Back, Commander.
« Reply #4428 on: February 09, 2016, 07:52:42 am »

Is Avenger Defense really a one-time thing? I was under the impression it was rare but possible to happen multiple times. Because after I got shot down, I never got the dark event again.
Kind of disappointing, if so.
I'm pretty sure I remember reading that it was weighted such that you'd average one Defense per campaign. I'll see if I get another in my neverending one.

Speaking of that, had to undo the extra item slot on heavy armor, pretty sure it caused a crash. No big loss.

Oh! In regard to things that should really be explained: Holding LCtrl while you make movement orders allows you to set up waypoints so your troopers run the path you want them to.
You want to know what's something that should really be explained?

Having CAPS LOCK on while loading speeds the loading time dramatically.

It works.  What the shit.

It probably disables some debug logs, speeding up the proces. That's the most likely explanation anyhow :P
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crazysheep

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Re: X-Com 2: Welcome Back, Commander.
« Reply #4429 on: February 09, 2016, 08:00:08 am »

I pray this kind soul finds what he's looking for in the game.
He got to play against Beagle... so "maybe"? :P
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"Don't be in such a hurry to grow up, for there's nothing a kid can't do."

Cthulhu

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Re: X-Com 2: Welcome Back, Commander.
« Reply #4430 on: February 09, 2016, 08:30:34 am »

I'm really feeling the heat with this mission.

It's a convoy ambush vs 11 enemies, but four of them are codices so bring that up to like 14 or 15, and the shieldbearer's ability is probably worth another one or two grunts.

Total complement (I know because I've savescummed like five times) is one goonsquad with a shieldbearer, officer, and grunt; a muton and a codex; an andromedon with two codices; an andromedon with one codex.

And one other guy.  Dunno.

Lots of fucking codices and andromedons though.  This is hard.  This is what I mean about feeling like the game is compressed.  They've added so much stuff and it's all really cool but they didn't expand the timeframe to compensate, so at this point in the game it feels like every mission has new fuckers in it and they've all got ridiculous tricks up their sleeves.  This mission is a clusterfuck of kill-or-die enemies and I'm starting to think it's gonna come down to what I can take out on the ambush round.

I'm thinking catch the goonsquad off-guard and try to kill them all in one round.  The big fuckers are more of a force-multiplier.  I can focus them down if they're alone, it's when they come with a bunch of grunts that shit becomes a problem.

But yeah, can't wait for Long War.  This game will benefit hugely from a longer, smoother campaign timeframe, give you a while to grapple with new challenges before throwing even newer ones at you.
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Neonivek

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Re: X-Com 2: Welcome Back, Commander.
« Reply #4431 on: February 09, 2016, 08:58:02 am »

*Sigh* I think I should just restart my current run... things have been going badly for me and it isn't looking like it is going to fix itself.
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Rince Wind

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Re: X-Com 2: Welcome Back, Commander.
« Reply #4432 on: February 09, 2016, 09:14:32 am »

I'm really feeling the heat with this mission.

It's a convoy ambush vs 11 enemies, but four of them are codices so bring that up to like 14 or 15, and the shieldbearer's ability is probably worth another one or two grunts.

Total complement (I know because I've savescummed like five times) is one goonsquad with a shieldbearer, officer, and grunt; a muton and a codex; an andromedon with two codices; an andromedon with one codex.

And one other guy.  Dunno.

Lots of fucking codices and andromedons though.  This is hard.  This is what I mean about feeling like the game is compressed.  They've added so much stuff and it's all really cool but they didn't expand the timeframe to compensate, so at this point in the game it feels like every mission has new fuckers in it and they've all got ridiculous tricks up their sleeves.  This mission is a clusterfuck of kill-or-die enemies and I'm starting to think it's gonna come down to what I can take out on the ambush round.

I'm thinking catch the goonsquad off-guard and try to kill them all in one round.  The big fuckers are more of a force-multiplier.  I can focus them down if they're alone, it's when they come with a bunch of grunts that shit becomes a problem.

But yeah, can't wait for Long War.  This game will benefit hugely from a longer, smoother campaign timeframe, give you a while to grapple with new challenges before throwing even newer ones at you.

Ambush the pod with the most codices, and use a flashbang on them. They won't be able to use their abilities and can fall to the overwatch without mutliplying.
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Cthulhu

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Re: X-Com 2: Welcome Back, Commander.
« Reply #4433 on: February 09, 2016, 09:24:08 am »

I didn't know flashbangs did that.  That'll help.

Andromedons are just really fucking frustrating.  I feel like it's impossible not to lose somebody against them, just cause they have so many things they can do and it takes so much to kill one.  Aside from spreading your guys across the map there's no way to mitigate those acid grenades.
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Shoes...

Rince Wind

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Re: X-Com 2: Welcome Back, Commander.
« Reply #4434 on: February 09, 2016, 09:27:51 am »

The mimic things are very helpful as well, as the enemies will focus fire on them for a turn. Put them in cover, so they don't get killed with the first shot. It is a really good way to basically get a free turn of firing/repositioning on the enemy.
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Greenbane

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Re: X-Com 2: Welcome Back, Commander.
« Reply #4435 on: February 09, 2016, 09:28:03 am »

Damn. A blacksite appeared in New Brazil (inexplicably comprising no part of Brazil, but rather Venezuela, Colombia and Ecuador), and has bumped up the Avatar counter twice in less than a month. It's at 6 now, I believe. Having started in West Asia and having made contact with Siberia, I need to go through Western US and Mexico to reach New Brazil and only then tackle the blacksite. I'm at power capacity and haven't expanded my contacts capacity yet. My engineers are clearing up a power coil so I can expand my energy infrastructure there, but THEN I need to build more comms before I can even begin expanding.

That's all bound to take over a month, assuming I can procure enough intel and supplies for it and who knows where the Avatar counter will be by then. This is potentially a very poor situation.

Thoughts? Any way to make this easier? What are the specific advantages of radio relays beyond slightly increasing local supply income?

It's about mid-late April, I think, playing on Commander, and I haven't skulljacked an officer yet. Only tackled the first blacksite, partially with mag weapons and non-green troops (got some Corporals, Sergeants and a couple of Lieutenants).
« Last Edit: February 09, 2016, 09:50:39 am by Greenbane »
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Rince Wind

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Re: X-Com 2: Welcome Back, Commander.
« Reply #4436 on: February 09, 2016, 09:32:02 am »

Radio towers give more supplies and pay for themselves rather quickly, at least on veteran, and the neighbouring regions will only cost 30 intel, instead of 30xdistance to HQ.
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Neonivek

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Re: X-Com 2: Welcome Back, Commander.
« Reply #4437 on: February 09, 2016, 09:33:17 am »

Radio towers give more supplies and pay for themselves rather quickly

Let me correct that. They pay for themselves INSTANTLY!

At least I never seen a radiotower that didn't pay out more then its cost.
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Greenbane

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Re: X-Com 2: Welcome Back, Commander.
« Reply #4438 on: February 09, 2016, 09:49:24 am »

Radio towers give more supplies and pay for themselves rather quickly

Let me correct that. They pay for themselves INSTANTLY!

At least I never seen a radiotower that didn't pay out more then its cost.

Hmm. I must've misinterpreted. Siberia's giving me 50 supplies, and building a radio relay there would result in "+68", which I somehow understood as going from 50 to 68. It's great if the total would be 118. Great on the long-term, at least. They still take a few days of babysitting to build, and I'm just as short on time as I am on supplies, and the latter seems less critical right now.
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Rince Wind

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Re: X-Com 2: Welcome Back, Commander.
« Reply #4439 on: February 09, 2016, 09:51:51 am »

There is no such thing as too many supplies. I had around 500 a couple of times now, but they are gone so quickly...
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