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Author Topic: XCOM: Enemy Unknown (New by Firaxis)  (Read 970027 times)

Neonivek

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #8985 on: June 21, 2015, 06:55:02 am »

EW classic honestly feels harder then EU impossible was (not that I manged to win or get more then a couple months in EU impossible).

It is more that it has some exploits that it seems to want you to use.
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puke

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #8986 on: June 21, 2015, 07:17:40 am »

whoops, looks like LW 15e dropped yesterday.  Guess I have to restart a campaign and finally finish a playthrough.  Time to butter up some cheese.
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BFEL

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #8987 on: June 21, 2015, 08:53:39 am »

So question, I was reading the LW wiki stuff and it seems to imply that in some new version they got rid of that godawful "genemods eliminate psionic levels" mechanic?

Can someone please confirm the best thing ever for me?
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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #8988 on: June 21, 2015, 08:59:45 am »

I've never encountered whatever you are talking about, so probably, yeah.

whoops, looks like LW 15e dropped yesterday.  Guess I have to restart a campaign and finally finish a playthrough.  Time to butter up some cheese.
If you were running 15d2 before then you can just update (only changes you will need to do with the dev console is half of your guys with gunslinger/ranger will lose the perk since they got combined (and if any who lost it were psionic they would gain a certain psionic skill in it's place). It's just a simple dev panel add/remove skill command on those people who were affected.
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puke

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #8989 on: June 21, 2015, 09:02:52 am »

No, I was on 14-something and had a bunch of things bugged.  None of my genemod or cyber guys had working abilities, and no MECs above level 1 ever unlocked.  Need to restart anyway.
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BFEL

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #8990 on: June 21, 2015, 09:04:59 am »

I've never encountered whatever you are talking about, so probably, yeah.

Basically in the version I first played (and am still playing, because didn't think to update) if you put a genemod on someone that decreases the total psi ranks they can get by one, and a second one decreases it again, and so on and so forth.

So previously if you wanted Rift you couldn't have Secondary Heart to make this super soldier of epicness immune to instagibs.
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Flying Dice

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #8991 on: June 21, 2015, 02:26:00 pm »

I feel like maybe they overtuned the early game difficulty with EW, there seems to be more missions per month so even when you don't wipe more soldiers end up in hospital (especially with seekers getting 2 almost completely unavoidable damage each), which spreads exp out more (which is not bad, per se, but makes early/mid game harder without high rank soldiers), it's even more painful because you need more exp to level now.

I also can't figure out any good strategy for the strategic level. 40% longer research means you *need* some labs/scientists (unless you want to spend 2+ months researching lasers), but the panic mechanics haven't changed at all so you still need to engineer/satellite rush too. It just seems like there's never a good time to buy it, especially if you want any OTC/foundry stuff.

The Seekers thing is why you always need to take battlescanners. I've lost more rookies in early months to Seeker-induced panic spirals than anything else. Also note that, early on, you want to face the nastier missions with basically nothing except Infantry, Assaults, and a Gunner + Scout pair, maybe a Sniper if you have a good one. Low-ranked other classes just don't have enough damage to handle a lot of stuff.

But. Uh. The way panic works is very different. The fact that Abduction missions are single-target instead of pick-one from three options ensures that you can minimize the spread of panic everywhere except the continent that the aliens built their base in. What I'd recommend is to accept that you've lost the continent that they started in and focus on forting up in two other continents until you're stable with a dozen interceptors and full coverage, then start expanding. In my current campaign I haven't built a satellite in close to three months (and have only 6 up total), I'm in mid-September, and I've only lost three countries (including the one with their base); one is orange, one is yellow, and the rest have less than half of one chunk of panic.
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BFEL

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #8992 on: June 21, 2015, 03:32:41 pm »

I feel like maybe they overtuned the early game difficulty with EW, there seems to be more missions per month so even when you don't wipe more soldiers end up in hospital (especially with seekers getting 2 almost completely unavoidable damage each), which spreads exp out more (which is not bad, per se, but makes early/mid game harder without high rank soldiers), it's even more painful because you need more exp to level now.

The Seekers thing is why you always need to take battlescanners. I've lost more rookies in early months to Seeker-induced panic spirals than anything else. Also note that, early on, you want to face the nastier missions with basically nothing except Infantry, Assaults, and a Gunner + Scout pair, maybe a Sniper if you have a good one. Low-ranked other classes just don't have enough damage to handle a lot of stuff.

But. Uh. The way panic works is very different. The fact that Abduction missions are single-target instead of pick-one from three options ensures that you can minimize the spread of panic everywhere except the continent that the aliens built their base in. What I'd recommend is to accept that you've lost the continent that they started in and focus on forting up in two other continents until you're stable with a dozen interceptors and full coverage, then start expanding. In my current campaign I haven't built a satellite in close to three months (and have only 6 up total), I'm in mid-September, and I've only lost three countries (including the one with their base); one is orange, one is yellow, and the rest have less than half of one chunk of panic.
He noted that he isn't playing Long War, he is having those probs in a vanilla game, so while your suggestions ARE helpful, they aren't helpful to HIM :P

As for Long War, that is pretty much the strategy I have been taking, got lucky with the alien base being in Africa and just let the terror missions take that over, just recently managed to satellite all of Asia at the same time my foundry finally went up, but then Australia proced a terror mission, so I sold off a shitton of stuff to afford all the interceptor upgrades other then the wingtip missiles. Note that I ALSO got all of North America at this time, so my interceptor coverage is basically going to go from "can barely take down a scout with several casualties" to "I murdered half your goddamn fleet, come at me bro" in the next week or so :P

I also can't figure out any good strategy for the strategic level. 40% longer research means you *need* some labs/scientists (unless you want to spend 2+ months researching lasers), but the panic mechanics haven't changed at all so you still need to engineer/satellite rush too. It just seems like there's never a good time to buy it, especially if you want any OTC/foundry stuff.
Well if you want to research rush you could try sat rushing and using all those sats in Europe, though in vanilla this would depend heavily on who the RNG decides to screw with abductions. Could also save countries that offer scientists instead of engineers, though this would hurt your sat rushing a bit.

Starting in South America might help too, instant autopsies/interrogations will go a LONG way to helping that research, especially if you really make a point of capturing.
« Last Edit: June 21, 2015, 03:42:19 pm by BFEL »
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Sonlirain

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #8993 on: June 21, 2015, 03:59:40 pm »

Starting in south america is meh. You only need 2 sats to cover it and get the continent bonus early before you actually start doing any serious capping.
Generally having a bae in europe or the US is best. US for air coverage and EU for faster research.
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Flying Dice

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #8994 on: June 21, 2015, 05:45:37 pm »

I feel like maybe they overtuned the early game difficulty with EW, there seems to be more missions per month so even when you don't wipe more soldiers end up in hospital (especially with seekers getting 2 almost completely unavoidable damage each), which spreads exp out more (which is not bad, per se, but makes early/mid game harder without high rank soldiers), it's even more painful because you need more exp to level now.

The Seekers thing is why you always need to take battlescanners. I've lost more rookies in early months to Seeker-induced panic spirals than anything else. Also note that, early on, you want to face the nastier missions with basically nothing except Infantry, Assaults, and a Gunner + Scout pair, maybe a Sniper if you have a good one. Low-ranked other classes just don't have enough damage to handle a lot of stuff.

But. Uh. The way panic works is very different. The fact that Abduction missions are single-target instead of pick-one from three options ensures that you can minimize the spread of panic everywhere except the continent that the aliens built their base in. What I'd recommend is to accept that you've lost the continent that they started in and focus on forting up in two other continents until you're stable with a dozen interceptors and full coverage, then start expanding. In my current campaign I haven't built a satellite in close to three months (and have only 6 up total), I'm in mid-September, and I've only lost three countries (including the one with their base); one is orange, one is yellow, and the rest have less than half of one chunk of panic.
He noted that he isn't playing Long War, he is having those probs in a vanilla game, so while your suggestions ARE helpful, they aren't helpful to HIM :P

As for Long War, that is pretty much the strategy I have been taking, got lucky with the alien base being in Africa and just let the terror missions take that over, just recently managed to satellite all of Asia at the same time my foundry finally went up, but then Australia proced a terror mission, so I sold off a shitton of stuff to afford all the interceptor upgrades other then the wingtip missiles. Note that I ALSO got all of North America at this time, so my interceptor coverage is basically going to go from "can barely take down a scout with several casualties" to "I murdered half your goddamn fleet, come at me bro" in the next week or so :P

Ahaha, whoops, I've gotten too used to people complaining about LW. My bad.  :-[

--

But yeah, the best start now is the USA, because Cheyenne Mountain. Seriously, a lot of the bonuses are nice, but none are quite as sweet as being able to build the absolute optimal base. It doesn't hurt that you can rush the continent before you start your main interceptor buildup, either.

That said, Nigeria is also an excellent choice, especially if you're playing without the random stat options.
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BFEL

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #8995 on: June 22, 2015, 10:02:33 am »

But yeah, the best start now is the USA, because Cheyenne Mountain. Seriously, a lot of the bonuses are nice, but none are quite as sweet as being able to build the absolute optimal base. It doesn't hurt that you can rush the continent before you start your main interceptor buildup, either.

That said, Nigeria is also an excellent choice, especially if you're playing without the random stat options.
How does Cheyenne Mountain give you the "absolute optimal base"? You can do that already quite easily I find. Also, AUSTRALIA. Nigeria gives your guys +1 move, South Africa gives them +1 health, UK gives you Aim, and Something gives you Will, but AUSTRALIA gives you a random +5 spread across stats, meaning your guys could come out with an extra +5 defense, move or health. Worst case with Aussies is you get +5 will or aim, which is hardly a bad thing. Combining this with other random stat options means you can make a fucking super soldier.

Just restarted with 15e, was running beta ELEVEN, and already everything is better. I want to rush the Russia bonus so bad right now because MOAR HEALTH to the two most useful classes, but might end up hanging off on that to blanket the rest of Asia. Aliens took Canada, which sucks asshole because it means no cheap planes and satellites for me anytime soon :(

Oh, and Commanders Choice is just barely beaten out for the title of "Best thing ever" by the removal of the scrappy mechanic I mentioned in previous posts.
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« Last Edit: June 22, 2015, 10:09:05 am by BFEL »
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Urist Imiknorris

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #8996 on: June 22, 2015, 02:56:56 pm »

I actually just started an all-infantry campaign.
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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #8997 on: June 22, 2015, 03:50:57 pm »

I actually just started an all-infantry campaign.
Sounds like a nice challenge concept. All-sniper campaign would probably be fun.
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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #8998 on: June 22, 2015, 04:36:09 pm »

I actually just started an all-infantry campaign.
Sounds like a nice challenge concept. All-sniper campaign would probably be fun.
It sounds fun... until you spot that first chryssalid and there's absolutely nothing you can do but shoot it with pistols. :P
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Urist Imiknorris

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #8999 on: June 22, 2015, 04:39:28 pm »

Or put assault rifles on a couple of your guys (who act as spotters for the rest).
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