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Author Topic: XCOM: Enemy Unknown (New by Firaxis)  (Read 970269 times)

WillowLuman

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #6795 on: November 18, 2013, 05:28:54 pm »

So far my MEC seems to be a great big damage magnet that can create shortcuts by punching down walls. She can take the damage, but she doesn't seem that good at dishing it. The minigun has pitiful ammo, so she often winds up on "Thin-men duty" since she's immune to the poison. Also, she's amazing against chryssalids. Overall, though, I find my assaults more useful.

Is there any way to sell Meld? I've got so much of the damn stuff and not much use for it.
Doing autopsies and using the meld in the genetics lab? Because that stuff can take a fair bit. If it's in excess, and you have enough money, give ALL THE PEOPLE genetic upgrades.

I have 160 meld, but almost no money.
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Mageziya

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #6796 on: November 18, 2013, 08:08:24 pm »

I feel like we should be able to sell meld. In all my playthrough attempts so far I always tend to float a significant amount of meld.
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WillowLuman

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #6797 on: November 18, 2013, 09:11:58 pm »

NVM, just unlocked next MEC tier and boy it was Meld expensive.

Anyways, isn't it fun when the last aliens on the map are seekers? Got all the meld, just put everyone in a room on overwatch and wait :D
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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #6798 on: November 19, 2013, 02:35:51 am »

I played Enemy Unknown to hell and back so this was an easy buy for me.

Just finished my first full playthrough. Played it on normal so I could explore and experiment without risk, I'm gonna go again on classic now. My thoughts after finishing (Wall of Text ahead):

The new enemies are nice, it's great that they found a way to keep sectoids semi-relevant in the later months and the seekers are pretty scary early on, trying to pick off isolated squad members.

MEC troopers are great fun, but don't feel as useful as a regular soldier, I'd rank them above a SHIV but below a major/colonel of another class. Even with all their tankiness (my heavy MEC ended with 30hp) they seem to be too ineffective at range, my MEC missed about 65% of her shots (though that could just be Hidden Potential boning her out of stats) and their weapons run empty far too quickly. In melee they're a different story entirely, and the kinetic strike alone is enough to consider bringing a MEC along.

Gene mods... I didn't use them as much as I could have, partly because I don't usually have 15 days of downtime to give my A-Team soldiers so they can get modded. More than that though the gene soldier armor is atrociously bad looking and I couldn't bring myself to have all my people running around with those stupid sleeveless armor pieces. On the soldiers I did mod though the mods themselves seemed pretty nice. I especially love the leg mod that lets you jump high and the mod that gives a bonus when you kill things.

I've got mixed feelings about Training Roulette. On the one hand it let me get a super assault with sprinter and the jumper mod who could cover half the map and still unleash 30 or more damage on things. On the other hand I had several heavies who had savior and the triple medkit ability.

On the ability changes, I'm happy with most of them. I now think that snapshot is superior to squadsight because of the reduction in aim penalty and the no-crits on squadsight. I had a snapshot/in the zone sniper who was taking out multiple enemies per turn during the base defense. Close & Personal is amazing, but I think it's further unbalanced the classes. Assaults were already premier damage dealers late game and now they can move AND put 3 shots on a single target in one turn. Covering fire is still, in my opinion, hot garbage. One of my uber assaults got whacked with covering fire in the major slot and used it precisely once. Overwatch is great for stopping people from moving around the place, especially if they're coming from out of sight, but if I wasn't comfortable with shooting at something before, why would I want to take a shot at -20 aim? I'll admit this could just be my playstyle, I prefer hunker down to overwatch in a lot of cases.

I didn't really use many of the new items. Flashbangs were great against thin men early on, and midgame pre-titan respirator implants were stock standard for everyone except the medic. I don't like the idea of the needle or gas grenades, and I don't use stealth so the ghost grenade wasn't important to me. I can't really see the point of the mimic beacon and I was starting to pump out lasers by the time I got reaper rounds.

I was initially a bit disappointed by the new voice languages. I was hoping that there'd be more variation (I.E british/canadian/australian for english), but I'm not really bothered by it. It was nice to have soldiers speaking languages appropriate to their country, even if I couldn't understand 80% of what they were saying.

EXALT. I'm not really sure what to say about EXALT. They were dished up as the big new threat but they never really materialised as such in my game. I ran one, maybe two scans per month and did the covert mission and they never once did anything outside of the scripted action they take when they're first mentioned. Eventually I just raided and destroyed their base with little effort since by that time I was toting plasma and they still had lasers.

The base defence mission was great fun, if a little protracted. The first two waves were the hardest for me since they drop a whole bunch of units on you while you're out of position, and the cyberdisk wave was much larger than I expected, but after those I kinda rolled through it and finished with no casualties since it gave me my 4 biggest badasses and some rookie grenade launchers for backup. I'm guessing it'll be harder on classic.

The Progeny missions were boring, barely worth my time. Slingshot was interesting because it had some new mission types in it and at the end you were rewarded with some badass technology. Progeny has a stock standard VIP recovery and two timed 'reach the end' missions. In the case of the latter two they were barely even a challenge and I blasted through the last one so fast I thought I had missed half of it. And at the end of all this you're given four low-medium rank untested but guaranteed psi soldiers.

The Newfoundland mission, man that was scary on my test run (I played a quick slog before doing the full playthough), I got it the middle of month 2 just as I was getting laser rifles out. Hoooo boy it was close. On my full run I got it about 3 weeks before I did the temple ship so it wasn't really much of a challenge.

Quick notes:

I didn't experience a single instance of the teleport bug which is nice since I always used to have that at least once per playthrough in EU.
I like most of the new maps, I only got the narrow rainy highway of doom map once and didn't get the teleport-glitch prone graveyard at all.
Lead By Example (the new OTS upgrade) is spectacular, my 135 (165 with psi armor) colonel turned even chucklenut rookies into psionic resisters with it.
The new armor customisation is cool, I'm undecided on the weapon coloring though.
Sectopods are much more tanky now, perhaps a bit too much so.
Finally, medals. They're a nice little bonus but not really much of a big deal.

That's pretty much all I can think of. I like EW and it's about what I expected, definitely worth the price of admission. I'm off to start again on classic.
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BFEL

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #6799 on: November 19, 2013, 04:10:18 am »

MECs are awesome, my sniper-MEC has hilarious Aim AND the best Will on my team.
Not only that, but the kinetic strike module INCRESES MOBILITY, making her THE fastest unit I have.
Combine that with insane health and Repair Servos and she is a WONDERFUL unit.

ANY of those three make her valuable, together they make Margurite "Nix" Moreau IRREPLACEABLE.
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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #6800 on: November 19, 2013, 05:28:10 am »

I feel that mechs are pretty damn boss. They're a bit lacking early game due to ammo issues and a lack of explosives, so you really have to have use that first ability you get decisively, but once you get ammo conservation, bullet swarm, and the ability that increases their ammo supplies? They just start raping, especially with the 3 grenades or aoe heals they get at 2nd level mechs.By the end of the CI game I beat a few days ago, my two mechs were literally just running straight through levels and duoing just about everything.

On progeny, I think the missions are fine, but I think the 4 guaranteed psionics are kinda silly. With that you can get almost a full team of psionics even with more than human on! >.>

One concern I have about slingshot is that within might have made it easier. Alot of people complained about how Slingshot gave you a massive bonus if you beat the missions, but it was kinda balanced by being really damn  hard, but now the new council missions such as progeny and whatever that damn french convey mission is part of postpone the missions and allow you to get much better tech before taking them on. Haven't actually played a full game with Slingshot though, so this could all be irrelevant  :P
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forsaken1111

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #6801 on: November 19, 2013, 07:51:01 am »

By the end of my last playthough I was fielding 4 mec troopers fully upgraded to the level 3 suits. They cut through anything, and I mean anything. I took out 2 sectopods in a single turn with them.

I only augmented soldiers with very high natural aim, and I had one of each class augmented for variety.
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BFEL

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #6802 on: November 19, 2013, 07:59:50 am »

I think that Heavies might make the best MECs, as that ability pretty much negates the cover issue for whatever is closest to you. Granted getting swarmed still sucks but they have a natural 10 defense which equates to half cover anyway so frankly not that big a deal unless you get swarmed by Chrysallids like my very first MEC did :(

Also in the game I'm running the first three people I tested for Psionics were all gifted. This included Annete (one of the "guaranteed" psionics) Zhang (from Slingshot, also my BEST unit and potential Timelord) and Shannon "Omega" Hill, my most talented Sniper.

The next group were also all Psionic, but that was because I threw in all the other guaranteed ones.
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Taricus

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #6803 on: November 19, 2013, 08:58:08 am »

Support MECs make for VERY good leaders though, thanks to the fact they grant about +10 defence to allied units near them. Get the one upgrade that allows every unit to substitute the leader's will score as their own, and park a psionic with psi inpsiration next to them. Have fun laughing when the ethereals fail their mind control checks (Give AND receive) naturally :P

EDIT: I think the only bad thing about MECs is that if you stick in a squaddie or such, they have a REALLY low aim growth.
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BFEL

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #6804 on: November 19, 2013, 10:11:00 am »

Support MECs make for VERY good leaders though, thanks to the fact they grant about +10 defence to allied units near them. Get the one upgrade that allows every unit to substitute the leader's will score as their own, and park a psionic with psi inpsiration next to them. Have fun laughing when the ethereals fail their mind control checks (Give AND receive) naturally :P

EDIT: I think the only bad thing about MECs is that if you stick in a squaddie or such, they have a REALLY low aim growth.
Yeah even without that my current MEC, a sniper base, has 115 Will. So she is practically immune to mind control (if MECs are vulnerable to that in the first place, I assumed they were, since aliens will try.))
I don't use her as leader though, I SHOULD, but I use Zhang instead, who has 109 will.

Also the fact she was a sniper shot her aim up over 100 so she's pretty much my best unit. Though Zhang is actually MORE tanky in some situations.
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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #6805 on: November 19, 2013, 01:27:35 pm »

I was initially a bit disappointed by the new voice languages. I was hoping that there'd be more variation (I.E british/canadian/australian for english), but I'm not really bothered by it. It was nice to have soldiers speaking languages appropriate to their country, even if I couldn't understand 80% of what they were saying.

I know! A little is not enough! Now I want my soldiers speaking Arabic, Japanese, Korean, and Hindi! Mandarin AND Cantonese! GIVE ME THE LANGUAGES

I've been pretty late developing MECs, only getting them after the base invasion... I guess they start out with perks according to rank so it's more advantageous to convert a high-ranking soldier? I made the mistake of only converting squaddies and as a result have mostly had to pocket my "tanks," who can't shoot straight, behind more resilient guys wearing carapace armor & taking cover. Exception: an all-chrysalid terror mission (hee hee hee the two MECs I brought romped around) and Furies where my MEC punched out one berserker and two thin men and mauled a second berserker. Punching is fun. :D
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WillowLuman

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #6806 on: November 19, 2013, 01:41:38 pm »

I find my MEC very handy against chryssalids. 3 grenades, or ROCKET PUNCH! tends to deal a lot of damage very quickly.
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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #6807 on: November 19, 2013, 02:56:44 pm »

It's just too bad there's no special animation for when you kill a chryssalid with ROKKIT POONCH. It would be fun watching the MEC squish the chryssie into a thin paste.
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WillowLuman

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #6808 on: November 19, 2013, 03:21:01 pm »

With its foot.
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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #6809 on: November 19, 2013, 04:35:41 pm »

Well I decided to reload the save from my game to check the aim of my MEC. Since it was ironman the only save was the final turn of the temple ship.

She had 71 aim. While buffed by combat pheromones.

I think that explains why she couldn't hit a damn thing the whole game.

Has anyone used the proximity launcher? Is it worth it compared to the 'disable sectopods for 1 turn electro generator thingy'?
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