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XCOM: Enemy Unknown - Page 96

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Spazer
Profile Blog Joined March 2009
Canada8033 Posts
February 11 2015 00:31 GMT
#1901
The air game comes and goes. Since the aliens are constantly getting better UFOs, you also need to be constantly upgrading. There's a ton of foundry upgrades for that. Laser cannons help a ton though.
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Dranak
Profile Joined July 2011
United States464 Posts
February 11 2015 06:05 GMT
#1902
1. Yes. Anything blown up is destroyed. I was very sad when my muton captive was killed by a falling cyberdisk.
2. You definitely get the kill XP and some resources, but I'm not really certain on how that works.

And holy crap I just had the worst week ever to be an XCOM operative. Two terror missions, swarming abduction, and base defense in a four day span.
ViperPL
Profile Joined March 2011
Poland1775 Posts
February 11 2015 06:29 GMT
#1903
On February 11 2015 08:38 blahz0r wrote:
3. A situation with your scout running two enemies with overwatch but triggering them at different tiles during your path. Does the 90%/70% thing reset for each reaction shot taken by the enemy?
Example of Scout pathing: S -> [ x ] tile that triggers overwatch #1 -> -> -> [ x ] tile that triggers overwatch #2 ->
So does the scout get 90% evasion for both instances or does it get 90% for the first trigger then 70% for the second trigger even though they were spaced out?


It's 90% for 1st overwatch and 70% for all subsequent ones on that run, so if you trigger two separate overwatches on the same run you get 90% for 1st shot and 70% for second. Not sure when you trigger one overwatch with first move and then move the guy a second time and trigger another one but I'd guess it's 90 and 70 as well.
A dota player and lol player walk into a bar. The dota player says: "lol sucks". Lol player couldn't deny. http://i.imgur.com/FpLeTf1.gif
blahz0r
Profile Joined December 2010
3030 Posts
Last Edited: 2015-02-14 03:49:51
February 13 2015 23:48 GMT
#1904
So many floater corpses... feel like selling some for monies. Mid/late May should be around where Exalt start to appear right?

How many soldiers are you people going to kill during the 13th?

edit: Do you get anything for early Exalt captures? On my first mission, I captured one successfully but didn't notice if I got anything new.

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hfglgg
Profile Joined December 2012
Germany5372 Posts
February 14 2015 06:08 GMT
#1905
you keep their laser weapons which comes in handy in the base defense missions.
Spazer
Profile Blog Joined March 2009
Canada8033 Posts
February 14 2015 07:09 GMT
#1906
It's regular exalt, not elites.
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blahz0r
Profile Joined December 2010
3030 Posts
February 14 2015 11:33 GMT
#1907
Need to remind myself to be extra cautious about being too close to UFOs since Outsiders can spawn near the freaking outside.

Two KIAs on the 13th. One of them being a really dumb mistake, thought I had suppressed an overwatching Muton so I ran it over to get two potential alien kills and he took two shots to the face. The other was part of what happens when you path poorly near UFOs.
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SagaZ
Profile Blog Joined May 2009
France3460 Posts
March 01 2015 19:33 GMT
#1908
first of march 2015 is upon us, keep your eyes open for xeno contact and make sure to volunteer for the xcom project
Be nice, buy wards and don't feed double buff.
Barteh
Profile Joined July 2011
Netherlands108 Posts
March 02 2015 06:43 GMT
#1909
Long War beta 15 is here, commanders. Time for those new campaigns!
hfglgg
Profile Joined December 2012
Germany5372 Posts
March 02 2015 08:40 GMT
#1910
is there a changelog somewhere? couldnt find one so far
akatama
Profile Blog Joined July 2010
Romania982 Posts
March 02 2015 12:53 GMT
#1911
On March 02 2015 15:43 Barteh wrote:
Long War beta 15 is here, commanders. Time for those new campaigns!

I'd still wait a few days for the unavoidable bug fixes.
Dranak
Profile Joined July 2011
United States464 Posts
March 02 2015 13:18 GMT
#1912
On March 02 2015 17:40 hfglgg wrote:
is there a changelog somewhere? couldnt find one so far

http://ufopaedia.org/index.php?title=Change_Log_(Long_War)#Beta_15_.28March_2.2C_2015.29
blahz0r
Profile Joined December 2010
3030 Posts
March 03 2015 06:24 GMT
#1913
I think I'll try to finish my current run on 14i for now, up to September of 2015 atm. Next play I'll think about upgrading though.
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Talaris
Profile Joined March 2011
Switzerland764 Posts
March 04 2015 12:21 GMT
#1914
Just played 2 hours of Dynamic war yet, but that early impression is really, really good (like it always is, it's just a great mod)

Lots of polishing (new Icons for classes, new voicepacks (!), adressing the MEC-tankiness, being able to set the "shortness" in Dynamic-war-option), and as always lots of balancing tweaks. Will take some time to digest the latter.


What do you guys think of the individual country bonuses ?
So far I rally like them, as countries aren't just another "Oh, I get more money there"-option anymore, but I wonder how this fits into the "no-satellite-spam-FTW-policy" LW has.
I.e. if the bonuses are too weak, it's just flavor - but if they are too strong, we're back to fast Sat-spam again ... curious how this will pan out in the long run.
-= Jaedong // HerO // HasuObs // Best // Rush =-
hfglgg
Profile Joined December 2012
Germany5372 Posts
Last Edited: 2015-03-04 13:22:26
March 04 2015 13:22 GMT
#1915
On March 02 2015 22:18 Dranak wrote:
Show nested quote +
On March 02 2015 17:40 hfglgg wrote:
is there a changelog somewhere? couldnt find one so far

http://ufopaedia.org/index.php?title=Change_Log_(Long_War)#Beta_15_.28March_2.2C_2015.29


man it all reads so nicely but i know if i gonna start playing again i will rage so hard and yell at the monitor countless times.

maybe its worth it.
blahz0r
Profile Joined December 2010
3030 Posts
March 06 2015 06:25 GMT
#1916
Freaking trap "SMALL" UFOs... okay =/ Like 5 Heavy Floaters (1st Heavy Floaters encountered this campaign), bunch of freaking mutons, mechtoid, and other random things.
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Disengaged
Profile Joined July 2010
United States6994 Posts
March 06 2015 09:57 GMT
#1917
Oh my goodness

So MANY choices to pick to make your HQ. TOO MANY CHOICES!! lol
Talaris
Profile Joined March 2011
Switzerland764 Posts
March 06 2015 16:52 GMT
#1918
On March 06 2015 15:25 blahz0r wrote:
Freaking trap "SMALL" UFOs... okay =/ Like 5 Heavy Floaters (1st Heavy Floaters encountered this campaign), bunch of freaking mutons, mechtoid, and other random things.


haha, sounds like a "small" UFO with large living quarters ^_^

When did you encounter those ? I'm in June of the first year right now and haven't seen Heavy floaters yet, just got the first Mutons.

-= Jaedong // HerO // HasuObs // Best // Rush =-
Dranak
Profile Joined July 2011
United States464 Posts
March 06 2015 17:43 GMT
#1919
On March 06 2015 15:25 blahz0r wrote:
Freaking trap "SMALL" UFOs... okay =/ Like 5 Heavy Floaters (1st Heavy Floaters encountered this campaign), bunch of freaking mutons, mechtoid, and other random things.




Scouts are always traps. If it doesn't seem like a trap, it's probably a trap.

When heavy floaters show up depends a bit on difficulty and how well the aliens are doing, in my campaign I think it was November or late October the first time I saw them but they haven't really showed up en masse until December.
blahz0r
Profile Joined December 2010
3030 Posts
Last Edited: 2015-03-07 01:25:20
March 06 2015 23:55 GMT
#1920
This is about mid-September of the first year. Last time I grabbed a meld canister, it gave me 3 so I'm not sure how well the aliens are doing. They also only have 1 base AFAIK.

Edit: A few days later, swarming terror mission on Newfoundland. Didn't even know it was possible to spawn a terror mission on that map. 2 Sectoid Commanders (new species encountered yay!), 5 Sectoids, 2 Floaters, 1 Berserker, 7 Lids, 1 Drone, 2 Mechtoids (which came as a pod while the Commanders aggroed at the same time). + Show Spoiler [Image] +
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