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Author Topic: X-Com Chimera Squad  (Read 733155 times)

Neonivek

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Re: X-Com 2: Ita Longissimum Bellum Coepit
« Reply #6075 on: January 28, 2017, 08:12:33 pm »

Well I am not trying to be cool (I know your sarcastic)

It is more that tutorials are often anti-fun... and even more often do not show you everything you need to play anyway... or worse the game has multiple tutorials and playing it just means you get both of them.

It is usually more fun and faster to just read the key bindings.
I get you, but sometimes tutorials are helpful in that they can give tactical advice you wouldn't get just by reading the keybinds. And not every tutorial is anti-fun. For example, Long War and Long War 2 have some pretty entertaining (if long) tutorials.

Which also don't give you the important information needed to play... soooooo...
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MetalSlimeHunt

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Re: X-Com 2: Ita Longissimum Bellum Coepit
« Reply #6076 on: January 28, 2017, 08:15:02 pm »

Personally, I've always liked integrated tutorials the most, where the game uses its early elements to teach the player without explicitly being a tutorial. That'd be near-impossible to pull off for a strategy game, though.

I will give honorable mention to the Enemy Unknown tutorial though, because while explicit in its instructions it does manage to capture the desired emotional experience of X-Com (i.e., everything going pear shaped).
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Rolan7

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Re: X-Com 2: Ita Longissimum Bellum Coepit
« Reply #6077 on: January 28, 2017, 09:03:28 pm »

That's true.  I think they did that decently in XCOM 2 also.  1 introduced the mechanics better (because 2 *DEFINITELY* expects you to have played 1 through at least once).  But both tutorials are good introductions to the games' themes.
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IcyTea31

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Re: X-Com 2: Ita Longissimum Bellum Coepit
« Reply #6078 on: January 29, 2017, 03:02:27 am »

I personally like it when games ask for my experience level and adjust the tutorial based on that. "What's a videogame? What do I do?" "I've played something like this once, but do tell me how this works." "I played your previous games, just give me a few hints." "I've beat this game a thousand times, I don't need no tutorial."

I understand that someone completely new to videogames in general might need a full hand-holding tutorial, but I myself don't need to be pointed at the friendly glowing thing for my every move in an 'interactive' tutorial.
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Flying Dice

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Re: X-Com 2: Ita Longissimum Bellum Coepit
« Reply #6079 on: January 29, 2017, 07:17:42 am »

Personally I really like Souls-style tutorials, where all of the basic mechanics are clearly laid out... but only if you have two brain cells to rub together and a working eye to feed them data. New? You get a decent package on how to play the game, but the actual lessons on how to play are practicals which begin with a kick in the nuts to tell you to git gud. Experienced? You don't even need to click a button to ignore it.
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Retropunch

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Re: X-Com 2: Ita Longissimum Bellum Coepit
« Reply #6080 on: January 29, 2017, 05:17:13 pm »

Personally I really like Souls-style tutorials, where all of the basic mechanics are clearly laid out... but only if you have two brain cells to rub together and a working eye to feed them data. New? You get a decent package on how to play the game, but the actual lessons on how to play are practicals which begin with a kick in the nuts to tell you to git gud. Experienced? You don't even need to click a button to ignore it.

Yeah, the early Soul's games are pretty good for explaining stuff without saying HEY PLAYER PRESS X NOW - they avoid the cardinal sin of slowing it down for replayers too much - so many games I'd love to play through again but can't be bothered with the early game.

That said, I hated how early DS3 put the boss fight; it put a lot of my friends off it due to it's difficulty - there was little to hook you beforehand and once they got past it, they were confused why it got so much easier. I died multiple times to Iudex, and beat the next boss (armoured bull thing) losing no health at all - a DSnoob friend did pretty much the same.
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Flying Dice

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Re: X-Com 2: Ita Longissimum Bellum Coepit
« Reply #6081 on: January 29, 2017, 07:59:54 pm »

That's mostly a factor of how they work, though. Iudex is trivialized by parrying and firebombs (which new players won't know about), Vordt is trivialized by poking him in the butt (which is pretty much instinctive).

On a different note, just cleared my first base mission. Only one injury longer than a week, 47 ayys dead. Had a glorious opening where I ran a Bladestorm shinobi into the middle of an 8-pod and he killed six of them then got back to cover with my officer's extra gift move. In relation: Bladestorm kills don't stack armor from that sword, unfortunately. And it's not quite as good, since I forgot about the one-damage minimum bleedthrough. Just means I need to stack him with HP-boosting items.
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Sanctume

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Re: X-Com 2: Ita Longissimum Bellum Coepit
« Reply #6082 on: January 30, 2017, 11:37:35 am »

How exactly does Dodge work, compared to defense?
Dodge increases the chance that a successful hit becomes a Graze. Grazes deal less damage and iirc cannot crit.

So you have Defense and Dodge. 
The Enemy has Aim and shoots at you. 
You have innate Defense + any buffs like Aid Protocol + Cover would influence if Enemy's aim against you.   
Ok, so Enemy Hits you, after the defense is calculated in.  This is where Dodge applies. 

The Enemy hit is adjusted based on the Game Option: Graze (default is 10).
From what I understand, say Enemy has 65% to hit, the Graze is within 10% of that roll for 55% to 75%. 

The Enemy also has a Crit% stat that applies to that Hit. 
The result is how much damage will be applied to you. 

However, this is where your Dodge is applied.  It can turn that Crit Hit into a Graze (partial damage) instead. 
And then if you have partial or full damage, your armor subtracts off that incoming damage before it applies to your Ablative armor, and Hit Points.

That's how I understand it. 

From what I read, a sniper with 120 aim ensures that shot will not be a "Graze."

EnigmaticHat

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Re: X-Com 2: Ita Longissimum Bellum Coepit
« Reply #6083 on: January 30, 2017, 11:43:01 am »

The way graze works is that you can't dodge a grenade launcher you stupid viper jerks
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Sanctume

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Re: X-Com 2: Ita Longissimum Bellum Coepit
« Reply #6084 on: January 30, 2017, 11:43:25 am »

Yep. It's one of the most common and shittiest bugs in the game. Here are a couple solutions:

1. Reload from an in-mission save, play to the end.
2. Restart the game, followed by 1.
3. Reload from before the mission, continue from there.
4. Uninstall one or more of the handful of mods which tends to increase the likelihood of it happening and start a new campaign.
5. Turn your graphical settings down a bit, try 1 or 2.

Usually if it doesn't happen in your first 5 missions (or you manage to fix it when it does) it won't show up again in that campaign.

I read from reddit that some mods may cause memory leaks.  one is Uniform Manager, and there were 2 others which I dont have the link to.

Rolan7

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Re: X-Com 2: Ita Longissimum Bellum Coepit
« Reply #6085 on: January 30, 2017, 11:46:35 am »

The way graze works is that you can't dodge a grenade launcher you stupid viper jerks
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No justice: no peace.
Quote from: Fallen London, one Unthinkable Hope
This one didn't want to be who they was. On the Surface – it was a dull, unconsidered sadness. But everything changed. Which implied everything could change.

Flying Dice

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Re: X-Com 2: Ita Longissimum Bellum Coepit
« Reply #6086 on: January 30, 2017, 12:06:37 pm »

Yep. It's one of the most common and shittiest bugs in the game. Here are a couple solutions:

1. Reload from an in-mission save, play to the end.
2. Restart the game, followed by 1.
3. Reload from before the mission, continue from there.
4. Uninstall one or more of the handful of mods which tends to increase the likelihood of it happening and start a new campaign.
5. Turn your graphical settings down a bit, try 1 or 2.

Usually if it doesn't happen in your first 5 missions (or you manage to fix it when it does) it won't show up again in that campaign.

I read from reddit that some mods may cause memory leaks.  one is Uniform Manager, and there were 2 others which I dont have the link to.
May well be, but it has also been reported in vanilla games. The general increasing trend in occurrence has to do with number of mods more than which specific ones are used, in my experience.
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MetalSlimeHunt

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Re: X-Com 2: Ita Longissimum Bellum Coepit
« Reply #6087 on: January 30, 2017, 01:21:33 pm »

Apparently it actually is possible to dodge grenades due to a rare glitch, which brings up the tooltip Missed_GUARANTEED_HIT.
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Levi

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Re: X-Com 2: Ita Longissimum Bellum Coepit
« Reply #6088 on: January 30, 2017, 02:46:23 pm »

Woo, I finished Iron Man normal difficulty on my second try of the game.  That last area was terrifying and I felt like I almost lost the game 4 times.   :o
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Sensei

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Re: X-Com 2: Ita Longissimum Bellum Coepit
« Reply #6089 on: January 30, 2017, 02:58:16 pm »

I was using Uniforms Manager and and Improved Squad Icon Interface (or whatever it's called). I think the people who suspect that it's a memory issue are on to something; this would explain why you can load in fine if it's your first time entering the avenger in that play session, but it glitches out if you've been there before since you started playing.

Fortunately however, I think Long War 2 or maybe one of the other mods I was using since I had that problem has updated, and I've gone from having it every single time to never having it, so that's good.

What's less good is I tried one of those "destroy the comms relay" missions. I sent five soldiers in and got to like 150% infiltration, it said extremely light resistance, I thought I'd be golden. After dealing with two pods on the way to a building which had the comms relay, I looked inside the building and activated two pods, with a grand total of FIVE VIPERS (well, four and one "sidewinder" which I assume is a tougher viper) plus stun sword dudes and scouts. We didn't have lasers, or improved armor, and my best soldiers were like, rank 4 or whatever. RIP everybody.
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