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Author Topic: XCOM: Enemy Unknown (New by Firaxis)  (Read 960288 times)

Sergius

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #4110 on: October 20, 2012, 02:38:00 pm »

I also noticed a lot of people hit that "weapon parts" bottleneck when they realize they can capture every single alien with pistols or light rifles and attempt to do so. Seriously, don't do that. KILL the mofos. You will only ever need 6 rifles total at once, and maybe a plasma pistol for each sniper if you give them gunslinger, but that's about it. (and something for your heavies too I guess)

You should be able to disassemble guns into fragments :P
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kilakan

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #4111 on: October 20, 2012, 02:41:54 pm »

I also noticed a lot of people hit that "weapon parts" bottleneck when they realize they can capture every single alien with pistols or light rifles and attempt to do so. Seriously, don't do that. KILL the mofos. You will only ever need 6 rifles total at once, and maybe a plasma pistol for each sniper if you give them gunslinger, but that's about it. (and something for your heavies too I guess)

You should be able to disassemble guns into fragments :P
Yep, that would be amazingly helpful.  Even without capturing many people I still don't have enough fragments simply cause my research is going insanely quickly.  (80 some scientists when I fuled out the tree)
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Neonivek

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #4112 on: October 20, 2012, 03:28:03 pm »

I also noticed a lot of people hit that "weapon parts" bottleneck when they realize they can capture every single alien with pistols or light rifles and attempt to do so. Seriously, don't do that. KILL the mofos. You will only ever need 6 rifles total at once, and maybe a plasma pistol for each sniper if you give them gunslinger, but that's about it. (and something for your heavies too I guess)

You should be able to disassemble guns into fragments :P

Actually there is a reason you would want to capture a lot of aliens.

Namely WAY later nations will ask for your Plasma weaponry... and are willing to pay out the butt for them. (expect upwards of 800+ credits)

Also don't bother with the "Drone capture". It isn't really worth it and you don't keep the drone. Shame too. Mind you it hints at another "unfinished feature". I fully suspect it was originally going to have a whole robot enemy tree where you could upgrade your Shiv even further.
« Last Edit: October 20, 2012, 03:30:14 pm by Neonivek »
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Sergius

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #4113 on: October 20, 2012, 03:41:43 pm »

I also noticed a lot of people hit that "weapon parts" bottleneck when they realize they can capture every single alien with pistols or light rifles and attempt to do so. Seriously, don't do that. KILL the mofos. You will only ever need 6 rifles total at once, and maybe a plasma pistol for each sniper if you give them gunslinger, but that's about it. (and something for your heavies too I guess)

You should be able to disassemble guns into fragments :P

Actually there is a reason you would want to capture a lot of aliens.

Namely WAY later nations will ask for your Plasma weaponry... and are willing to pay out the butt for them. (expect upwards of 800+ credits)

Also don't bother with the "Drone capture". It isn't really worth it and you don't keep the drone. Shame too. Mind you it hints at another "unfinished feature". I fully suspect it was originally going to have a whole robot enemy tree where you could upgrade your Shiv even further.

That's actually nice, but at that point you probably can get away with crafting the weapons and sending them.

I've played a full game, winning as soon as possible (not waiting for battleships, but finishing all research) and never got that request. In my latest game, I'm just passing time in the Globescape after I pwned the aliens (playing on normal), and it only has come up twice and both times I just gave away all my equipped weapons and got new ones with the extra cash. I wasn't exactly swimming in Elerium but had no reason to hoard it either.

(Obviously, what I want to say isn't "don't capture aliens ever", but "don't capture aliens wily nilly when there's Science To Do).
« Last Edit: October 20, 2012, 03:43:47 pm by Sergius »
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Muz

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #4114 on: October 20, 2012, 04:17:48 pm »

Namely WAY later nations will ask for your Plasma weaponry... and are willing to pay out the butt for them. (expect upwards of 800+ credits)

I got a request for 3200 credits for 8 plasma rifles once (rifles, not the light type). Actually lost the game trying to fulfill that request.
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Neonivek

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #4115 on: October 20, 2012, 04:21:07 pm »

Namely WAY later nations will ask for your Plasma weaponry... and are willing to pay out the butt for them. (expect upwards of 800+ credits)

I got a request for 3200 credits for 8 plasma rifles once (rifles, not the light type). Actually lost the game trying to fulfill that request.

I always stun 1-2 aliens on every mission. Hense why I always have a stockpile.

Though OUCH Muz.
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Silfurdreki

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #4116 on: October 20, 2012, 04:56:51 pm »

Gods, I'm never, ever, using an Irish sniper again. I swear this guy was drunk on every mission, he kept missing high-percentage shots, and hitting a shot near 50% didn't happen to him once.

I just can't seem to get past the first terror mission on classic ironman, a streak that began with me getting chryssalids spawned on a rooftop with five or so civilians. That was a bitch and a half, let me tell you.

Latest failure (just now) was when the whole team got low-damage shots against a close zombie, who managed to survive with 1 HP. Fine, I thought, I had a backup for that, a support close by. Good, 76% chance to hit, that's fine. Nope, miss, zombie kills assault guy in carapace armour nearby. Same turn, another zombie hatches chryssalid just barely within attack distance of my support, she goes down instantly. Everything goes downhill from there, everyone's either panicked or out of ammo, except the aforementioned Irish sniper, who botches yet another 75%+ shot against the chryssalid that hatched (with full HP) from the 1 HP zombie.

Sorry about that, just had to vent a bit. Classic ironman terror missions seems to be cursed for me.
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Sensei

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #4117 on: October 20, 2012, 05:03:40 pm »

Classic to me seems to include a lot of "Do everything right, but you will still miss aliens in half cover and the aliens will still crit you behind full cover every time." Maybe I just need to be either taking 70%+ shots, or stay the hell out of line of sight altogether.
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Cthulhu

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #4118 on: October 20, 2012, 06:11:55 pm »

Yeah.  Umiman mentioned it describing his win, and from what I've seen he's right.  If there's a 40% or greater chance that an alien will be able to shoot at one of your guys next turn, hunker down or get out of LOS.
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Aqizzar

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #4119 on: October 20, 2012, 06:21:16 pm »

Yeah.  Umiman mentioned it describing his win, and from what I've seen he's right.  If there's a 40% or greater chance that an alien will be able to shoot at one of your guys next turn, hunker down or get out of LOS.

And whatever you do, if the enemy has anything with an area attack, don't let them get close to each other because by God they will use it.

But yeah, Classic is totes unfair yo.  I've lost count of the number of times +75% shots go wide only for a Thin Man on the other side of the map to OHK a guy in full cover.
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Sirus

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #4120 on: October 20, 2012, 06:37:29 pm »

Thin Men use those super-accurate light plasma rifles. They might not have as much power, but if my Assault is anything to go by they can easily get near-100% hit chances with decent crit chances. Against early-game soldiers, that's all they need.
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Silfurdreki

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #4121 on: October 20, 2012, 06:50:37 pm »

Yeah, those things are deadly. Same damage as a laser rifle (up to 5) and +10 aim.

Once I got them myself on my first playthrough and saw their aim bonus, I understood why thin men were so strangely accurate.
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Sowelu

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #4122 on: October 20, 2012, 08:28:34 pm »

So this might've been something someone else mentioned in the 30ish 50-post pages since the game came out, but...  I used to think "man, getting a soldier as a reward is lame, I'd rather have money, I have enough Majors as it is".

Turns out that they are actually sending you REAL elites.  They gave me a Major sniper with 100 will.  Obviously, she turned out to be psi capable.  I am pleased.

...Speaking of psi.  Soldiers get more willpower as they level up.  Is it therefore better to wait for soldiers to level up before you test them, for a higher chance of them having "The Gift"?  Or is the gift determined earlier, and connected with their base will?
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Sensei

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #4123 on: October 20, 2012, 08:45:05 pm »

The gift is determined when the character is generated- and determined (or rather indicated) by the rate at which they gain will. So if they have a higher than than other people of a similar rank, that's a good indicator.
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Silent_Thunder

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #4124 on: October 20, 2012, 09:05:38 pm »

The gift is determined when the character is generated- and determined (or rather indicated) by the rate at which they gain will. So if they have a higher than than other people of a similar rank, that's a good indicator.

It should be noted that going into critical also throws that off, since they tend to lose good chunks of will from the whole "nearly dead" thing.
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