Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  
Pages: 1 ... 612 613 [614] 615 616 ... 625

Author Topic: XCOM: Enemy Unknown (New by Firaxis)  (Read 969622 times)

crazysheep

  • Bay Watcher
  • [PREFSTRING:fluffy wool]
    • View Profile
Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #9195 on: July 14, 2015, 07:48:58 am »

Why wouldn't a MEC use a treadmill?

Even cyborgs need to train their muscle memory, so they don't randomly fall over. Especially cyborgs actually. Just imagine a MEC trooper doing a dash and crashing through a wall because he wasn't used to using his/her artificial legs.
One line of argument is that exercising on a treadmill would cause too much wear and tear on their augments.
Logged
"Don't be in such a hurry to grow up, for there's nothing a kid can't do."

GiglameshDespair

  • Bay Watcher
  • Beware! Once I have posted, your thread is doomed!
    • View Profile
Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #9196 on: July 14, 2015, 07:51:02 am »

If a bit of jogging wears out their limbs, they probably shouldn't have constructed the augments out of play-dough.
Logged
Old and cringe account. Disregard.

kilakan

  • Bay Watcher
    • View Profile
Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #9197 on: July 14, 2015, 07:51:55 am »

It could also be part of a trouble-shooting system after combat to make sure that said mec is still functioning fully and not in risk of falling apart the next time he runs.... or maybe that guy just really loves running in spot.  Think you could of ruined his favourite hobby by making him into a mec, and he was trying to cope D:
Logged
Nom nom nom

Sergius

  • Bay Watcher
    • View Profile
Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #9198 on: July 14, 2015, 09:53:47 am »

You know what else is great for scouting?
Spoiler: Muscle Man said (click to show/hide)
Logged

Flying Dice

  • Bay Watcher
  • inveterate shitposter
    • View Profile
Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #9199 on: July 14, 2015, 08:39:21 pm »

Bahahahahahahahahahaaaaa!

Just had a really beautiful moment in my new campaign. I'm only in the second month, hit beam lasers about a week ago, and I downed a Raider. Normal clear outside, just a single pod of four Sectoids. One got away, I detached my Sniper and my Assault to hunt it. All of my guys and gals are LCPL-CPL rank, mix of laser weapons and normal ballistics, just default armor. I was halfway setup for my breach, with the team split in the two reactor rooms, minus the two out hunting. I end my turn and all hell breaks loose.

A pod of 3x Seeker and 1x Thin Man opens one of the doors I'm about to breach. The Gunner's overwatch nails the Thin Man and only the Medic gets poisoned. The Assault was close enough to get a Seeker with CCS, and the Medic got a lucky crit on another. That's when the second pod of 3x Seeker triggers and rushes the same doorway. Meanwhile the pod of 2x Outsider triggers and runs through the other door, which has my two Infantry on it, and eat their overwatch fire.

The Infantry gun down the Outsiders (flank shots, beam lasers, second month, free overwatch fire -- you do the math) and one has an extra shot to kill a Seeker. My gunner nails another Seeker, the Sniper manages a curve-the-bullet shot from halfway across the map, and the Assault kills the last one. The Sectoid runs up next turn, shoots the Medic, and is promptly put down.

And that's how I was caught out of position and split by three and a half pods in LW and didn't lose a single trooper.  :P
Logged


Aurora on small monitors:
1. Game Parameters -> Reduced Height Windows.
2. Lock taskbar to the right side of your desktop.
3. Run Resize Enable

BFEL

  • Bay Watcher
  • Tail of a stinging scorpion scourge
    • View Profile
Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #9200 on: July 14, 2015, 10:52:08 pm »

So I did some more edit work to try and put together "Long War Lite"

Mostly right now the changes are pretty basic. The main thing I did today was go through the "Aliums get this depending on research" list and plummet the HP bonuses, in many cases to 0.
Leaving errything else here alone for now, with the exception of mobility bonuses on Chrysallids and Zombies, which I plummeted because fuckers are plenty mobile out of the gate and Zombies SHOULDN'T be that mobile, respectively.

Trying to preserve the general LW feel without everything being a fucking HP wall is the first step basically. For one thing, I solemnly vow not to touch the perks the aliums amass, those are pretty cool and make the game more interesting.
Also leaving the endgame massive enemies alone, Bosses are a decent thing.

Other change was a little restructuring of the perk trees of a few classes. These are fairly experimental and once I feel the edits are in a playable state I'll ask for popular opinions on them, but right now its just a few switches I liked the look of.

Gunner Tree
Switched Shredder Ammo and Executioner, now Bullet Wizards can be heat gunners too! This is probably overpowered and mostly I just wanted to see it.

Engineer Tree
Switched Tandem Warheads and Extra Conditioning because TW should be usable with Bombard or Rocket, depending on taste. This one I'll probably fool around with a proper positioning so it can get Deep Pockets as well and generally be the grenadier we all want them to be.

Assault Tree
Switched Rapid Fire with Resilience because I want to be able to combine RF with CloseAndPersonal again dammit! :P

Infantry Tree
Switched Sentinel and Vital Point Targeting because I want VPT with Rapid Fire. This loses out one possible shot per turn from having Sentinel and Rapid Fire, but four shots a turn was a bit ridiculous and VPT makes up for it a bit by adding extra damage.

These are admittedly all just playing to my taste in builds, but thoughts would be appreciated.
Logged
7/10 Has much more memorable sigs but casts them to the realm of sigtexts.

Indeed, I do this.

scrdest

  • Bay Watcher
  • Girlcat?/o_ o
    • View Profile
Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #9201 on: July 15, 2015, 03:12:23 am »

<3 <3 <3

Now if you just figure out why my beloved Mimetic Skin don't real and I may actually give LW another shot.
Logged
We are doomed. It's just that whatever is going to kill us all just happens to be, from a scientific standpoint, pretty frickin' awesome.

i2amroy

  • Bay Watcher
  • Cats, ruling the world one dwarf at a time
    • View Profile
Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #9202 on: July 15, 2015, 03:41:24 am »

Mimetic skin (under the name "Concealment) is a level 4 scout skill in LW now you know. :P
Logged
Quote from: PTTG
It would be brutally difficult and probably won't work. In other words, it's absolutely dwarven!
Cataclysm: Dark Days Ahead - A fun zombie survival rougelike that I'm dev-ing for.

scrdest

  • Bay Watcher
  • Girlcat?/o_ o
    • View Profile
Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #9203 on: July 15, 2015, 04:27:31 am »

Mimetic skin (under the name "Concealment) is a level 4 scout skill in LW now you know. :P
I know, I just don't like that one bit :P
Logged
We are doomed. It's just that whatever is going to kill us all just happens to be, from a scientific standpoint, pretty frickin' awesome.

BFEL

  • Bay Watcher
  • Tail of a stinging scorpion scourge
    • View Profile
Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #9204 on: July 15, 2015, 05:37:09 am »

Mimetic skin (under the name "Concealment) is a level 4 scout skill in LW now you know. :P
And now it is the definitive Scout ability. Lightning Reflexes got shunted to the rank afterward and basically that entire tree had things switched around into places.

All scout are ninja now.

And just realized that I forgot to so much as look at the stat bonuses for the stuff I was switching. Fuck. Ah well, we'll get around to sorting that when playtesting starts.
Or I'll just get to it now because it was basically fine. Thought I made more changes then I did.

Reduced research time for Elerium from 30 days to 5 because it unlocks nothing and only serves as a giant research wall before the giant research wall that unlocks Elerium Generators.
Also reduced general research time multiplier from 10 to 8, which should make things a bit less frustrating.

Did the thing to make Arc Thrower a pistol instead of item. I have to see what happens with this.

Oh, and that final Officer perk "So Others May Live"? The one that gives permanent aim/will bonuses for no casualty missions?
Set the max bonus to 10000 so you can basically use it to level your people forever.
If you manage to have 10000 missions with no casualties you clearly deserve it.

Ok what the hell? Game won't start now. Can't even get the launcher option of EU or EW to show. Nothing I did should have affected this. I am confuse.
« Last Edit: July 15, 2015, 10:44:01 pm by BFEL »
Logged
7/10 Has much more memorable sigs but casts them to the realm of sigtexts.

Indeed, I do this.

EnigmaticHat

  • Bay Watcher
  • I vibrate, I die, I vibrate again
    • View Profile
Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #9205 on: July 16, 2015, 12:51:48 am »

Time for the classic troubleshooting method: apply each of your changes one at a time and see which one causes a crash.
Logged
"T-take this non-euclidean geometry, h-humanity-baka. I m-made it, but not because I l-li-l-like you or anything! I just felt s-sorry for you, b-baka."
You misspelled seance.  Are possessing Draignean?  Are you actually a ghost in the shell? You have to tell us if you are, that's the rule

BFEL

  • Bay Watcher
  • Tail of a stinging scorpion scourge
    • View Profile
Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #9206 on: July 16, 2015, 01:18:29 am »

Removed the changes and still not working. All the changes.

This almost looks like my Steam needs to update, had that do stuff like this before, but I checked and it said it was updated.

So either Steam is lying to me, or my computer is literally haunted.
Logged
7/10 Has much more memorable sigs but casts them to the realm of sigtexts.

Indeed, I do this.

crazysheep

  • Bay Watcher
  • [PREFSTRING:fluffy wool]
    • View Profile
Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #9207 on: July 16, 2015, 09:57:26 pm »

In LW, is there any need for the stasis tanks and the alien surgery units after advanced surgery? Or can is safely sell them?
I was rather certain you can get requests for stasis tanks or surgery units, but didn't manage to grab a screenshot till just now:
Spoiler (click to show/hide)

Am playing LW b15. Changelogs for the newer versions don't show any changes in council requests, so I guess this applies to all b15 versions :3

EDIT: The Indians just requested alien surgery units... so you can get council requests for both items.
Spoiler (click to show/hide)
« Last Edit: July 16, 2015, 10:05:21 pm by crazysheep »
Logged
"Don't be in such a hurry to grow up, for there's nothing a kid can't do."

BFEL

  • Bay Watcher
  • Tail of a stinging scorpion scourge
    • View Profile
Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #9208 on: July 19, 2015, 07:17:32 am »

Think I know what I did wrong, uninstalling and reinstalling LW to find out.
Logged
7/10 Has much more memorable sigs but casts them to the realm of sigtexts.

Indeed, I do this.

kilakan

  • Bay Watcher
    • View Profile
Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #9209 on: July 19, 2015, 08:40:54 am »

You get requests for all items that you have completed all your research for, so I'd recommend against selling all of anything because the request is usually FAR more profitable.
Logged
Nom nom nom
Pages: 1 ... 612 613 [614] 615 616 ... 625