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yeah its not super easy but i think its perfectly doable. my approach would be as following: use the avatar to activate pods with single moves and mindcontrol the strongest alien you can get a hold of and who is in the worst cover. you can use your other psi troops to kill as much as possible. the next turn the aliens should be busy gunning down the mindcontrolled alien but will fail if it is an andromedon or archon. from there on you use the long range of vortex and null lance to kill enemies from afar and use the controlled alien to soak up damage and activate further pods. the hardest things would be sectopods, large mec pods (i had an 8 mec activation on my first playthrough, gl with that!) and an unfortunate spawn of aliens when your important psi skills are on cd. i think the avatars always teleport into line of sight of one of your troops so keep a source of reliable damage available.
i think mind control of normal psi troopers lasts indefinitely so you could just cheese your way through it by mc 2 gatekeepers, backtrack the whole map and raise everything as zombies.
i think it is much easier than it looks after the first playthrough. in my second i barely used weapons because i played so cautiously and the aliens fired a total of 1 shot at my soldiers. that however was a crit for 13 damage :|
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On February 08 2016 07:03 Random() wrote: Also the forced time pressure mechanic in every mission is getting old.
Yeah, because overwatch camping until they move into you is so much better.
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Netherlands45349 Posts
All this talk about Psi troops, how long does it take to get someone to be one? Research is like 10 days right now but I am pretty sure ill have to build a Psi ops centre or something and then train someone I guess right?
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yeah you have to build the facility and then train a rookie. psi ops only level up in the psi chamber and you can always choose one out of 3 randomly presented skills. that makes it super easy to train them though once everything is built.
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On February 08 2016 18:56 hfglgg wrote: yeah you have to build the facility and then train a rookie. psi ops only level up in the psi chamber and you can always choose one out of 3 randomly presented skills. that makes it super easy to train them though once everything is built.
Important to note: Soldiers are available for combat during their Psi training. You can advance their abilities and have them fight at the same time (except for maybe the first initial training to psi operative, not sure). That makes the decision to go for Psi soldiers much easier.
The leader mod sadly doesn't use that, so any leader you train is unavailable during the training period.
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I'm thinking of buying the first XCOM:EW, should I install the Long War mod on my first playthrough, or wait until I learn the mechanics and stuff?
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On February 08 2016 19:03 PoulsenB wrote: I'm thinking of buying the first XCOM:EW, should I install the Long War mod on my first playthrough, or wait until I learn the mechanics and stuff?
dont play long war until you have finished ew. long war is "just" more of xcom but if you arent super stoked on vanilla xcom you wont enjoy long war.
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On February 08 2016 19:14 hfglgg wrote:Show nested quote +On February 08 2016 19:03 PoulsenB wrote: I'm thinking of buying the first XCOM:EW, should I install the Long War mod on my first playthrough, or wait until I learn the mechanics and stuff? dont play long war until you have finished ew. long war is "just" more of xcom but if you arent super stoked on vanilla xcom you wont enjoy long war.
Fair enough, thanks!
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btw any good mods yet?
Nothing in a "complete system overhaul"-way yet. Would be silly so soon anyways as noone could have possibly figured out stuff yet.
Also, hard to tell what you personally consider "good" ?
As for QoL-"mods", I like the expanded camera angles mod you find on the steam workshop. Basically lets you turn the camera in 45° angles instead of the 90° ones. Does not change gameplay, just makes it easier to watch the battlefield.
A good chunk of ppl are happy with the extended turn timers "mod", which basically makes the game easier by adding a flat 2 turns, but removes the pressure/unfun that they feel when doing missions.
Haven't tried the mods from the LW dudes yet, are they any good ? Stayed away as I'm still in my first playthrough and they sound like they make the game easier (?) (well, 2 out of the 3 sound that way)
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This seems like a solid game for me to dive into Steam Link, anyone given this a go with the steam controller?
I find I can only really play Starcraft on my PC these days without getting bored (partly due to discomfort w/ my back when sitting at an office chair). Loved the previous XCOM and mainly game on my PS4 in the living room so it seems like a no brainer to me, just wondering if anyone had tried it. Can't imagine it would be much different to playing with an Xbox controller but I've not been able to try one yet so no idea if the steam controller is any good.
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I read somewhere the hit % displayed is simply bollocks for higher difficulties.
For normal difficulty, it's accurate, but for Veteran and (especially) Commander it goes down alot and isn't reflected in the tooltip.
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On February 08 2016 21:14 KaiserJohan wrote: I read somewhere the hit % displayed is simply bollocks for higher difficulties.
For normal difficulty, it's accurate, but for Veteran and (especially) Commander it goes down alot and isn't reflected in the tooltip. yeah... i'm calling BS on that. Its just the usual case of perception. We remember that 90% shot that missed. but not the 9 before it that hit.
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Netherlands45349 Posts
The reason you remember it here is because when RNG fucks you up in xcom, it fucks you up way worse then in many other games, it often leads to the loss of a soldier and that can snowball into losing half or your entire squad. More then often you will lose high ranking soldiers(and you are less likely to complain about a bunch of squaddies or rookies dying) which you will need heavily on those retaliation/terror missions. You are thus also punished more heavy by RNG on higher difficulties as the snowball is larger.
In other games you don't neccesarily lose anything permanently or the consequences are less severe hence you remember that less.
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On February 08 2016 21:14 KaiserJohan wrote: I read somewhere the hit % displayed is simply bollocks for higher difficulties.
For normal difficulty, it's accurate, but for Veteran and (especially) Commander it goes down alot and isn't reflected in the tooltip.
That might just be someone complaining, but having seen enough of the higher difficulties already, it really wouldn't surprise me. 
Though you need greater than 85% accuracy to ensure be very unlikely to see a string of 3 misses out of 50. So some of the stuff seen could just be the "small sample size" effect, but I get the very distinct feeling that the game uses a Pseudo-Random setup.
They would do that because they couldn't quite figure out how to balance the percentage chance properly. Plus, it would "bail you out" at times on low-chance/high-leverage shots. I imagine a mod for "True Random" will show up, at some point. Game would play fairly different.
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On February 08 2016 21:14 KaiserJohan wrote: I read somewhere the hit % displayed is simply bollocks for higher difficulties.
For normal difficulty, it's accurate, but for Veteran and (especially) Commander it goes down alot and isn't reflected in the tooltip. It's the oppossite. The game cheats for you in the lowest difficulties, while it is fair and square in harder ones. Like XCOM EU.
You can just check the .ini files to confirm it as i did.
Taf, nah people who haven't played wargames or tabletop games don't understand a 5/6 to hit in one roll, is not reliable. You only call reliable thing is guaranteed damage, the rest is just gambling with a high percentage of success, but still gambling.
What do you mean by true random or pseudo random ?
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yeah the accuracy seemed fine for me. people tend to wrongly estimate chances at both ends, so they feel cheated quickly. a 80% shot means that 1 out of 5 will miss. if you rely on 80% chances for your soldiers to live, one of them will die each mission.
edit: true random means that if you have an 80% hit chance and do 100 rolls, each roll has an 80% chance to hit. pseudo random manipulates each roll depending on the last results. if a roll fails 5 times in a row the chance for the next one to hit is higher than 80%.
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Netherlands45349 Posts
so I have a problem, I can make predator armor, however I have run out of advent trooper corpses(specifically, I need 1 lol). but they no longer spawn
is there a way to aquire one still?
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On February 08 2016 22:53 Kipsate wrote: so I have a problem, I can make predator armor, however I have run out of advent trooper corpses(specifically, I need 1 lol). but they no longer spawn
is there a way to aquire one still? Just wait for them to show up. They never stop spawning, you just got unlucky that they didn't show up for a while.
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dont advanced advent troopers count as normal troopers as well? they spawn throughout the whole game.
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On February 08 2016 22:53 Kipsate wrote: so I have a problem, I can make predator armor, however I have run out of advent trooper corpses(specifically, I need 1 lol). but they no longer spawn
is there a way to aquire one still? How much into the campaign are you? I am in late July and I still get Advanced Advent Troops (which gives normal corpses)
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