XCOM 2 - Page 39
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Kipsate
Netherlands45349 Posts
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hfglgg
Germany5372 Posts
i thought commander was fairly easy but i failed twice now on the very first mission on legendary. | ||
woojaekeem
United States524 Posts
On February 08 2016 23:17 hfglgg wrote: ok wtf, how do you play the first missions on legendary? i thought commander was fairly easy but i failed twice now on the very first mission on legendary. yea it's insane Lol u have sectoid + 2 troopesr advent captain + 2 trooper 4 trooper pod aggro one u almost certainly gonna aggro another can't evne reliably oneshot any trooper ulness u use nades GG | ||
Godwrath
Spain10126 Posts
On February 08 2016 23:17 hfglgg wrote: ok wtf, how do you play the first missions on legendary? i thought commander was fairly easy but i failed twice now on the very first mission on legendary. Use high ground if possible and if you can guarantee you won't be retaliated back (low cover), don't go full overwatch when you ambush from concealment, and get overwatch traps in the remaining patrols. If you spot one before you could overwatch, use grenades, or break los. You are not on a timer so you can be as patient as you want to. You don't want to waste concealment on the sectoid + trooper, as it is the pod easier to manage. | ||
ref4
2933 Posts
On February 08 2016 23:17 hfglgg wrote: ok wtf, how do you play the first missions on legendary? i thought commander was fairly easy but i failed twice now on the very first mission on legendary. you want to get the map with several tall buildings right next to the statue so you can get concealed + high ground aim bonuses vs the first advent soldiers squad, then encountering the 2nd squad, chuck all your grenades to get rid of the advent officer first and move on to the grunts. i find the sectoid to be not that big of a problem because he will always use animate zombie, provided there is an advent corpse, so effectively wasting his starting turn. and you can always kite around the zombie. the advent officer is a real bitch though for rookies. grenade with extreme prejudice. | ||
deacon.frost
Czech Republic12129 Posts
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Spazer
Canada8031 Posts
On February 08 2016 22:26 Taf the Ghost wrote: 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. EU/EW RNG was tested extensively, and the conclusion was that it is only pseudo random on easy and normal difficulty. There is no reason to "balance" the game around true RNG - if you take a risk and fuck up, that's on you, even if it was a calculated risk. There's a reason why guaranteed damage (like grenades) is revered among experienced players. It gives you a backup plan you can truly rely on rather than praying to the RNG gods. | ||
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Kipsate
Netherlands45349 Posts
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bluzi
4703 Posts
On February 08 2016 23:51 Kipsate wrote: There have been quite a few times when someone is on 2-3 hp and I decide fuck it ill nade it even though I have ~70% chance. Sure that nade might be useful elsewhere but if I happen to miss then it could deal considerable dmg and delay my advances. Agreed ,I nade as a last resort if its a 100% kill or an enemy with action points for next turn. I also want to say that i went the semi abusive mode with saves , I'm saving at the first turn of a mission and i only restart missions which i take heavy loses (which sometimes is 1 team member i must admit ![]() | ||
bluzi
4703 Posts
On February 08 2016 23:35 deacon.frost wrote: How do I evac all the troops in evac zone? It drives me insane to pick them up one by one. And what's even worse - the evac isn't always on the key #3 >< WHY?? GRRRRR ![]() hhhh , I actually raged on this issue as well | ||
Deleted User 137586
7859 Posts
+ Show Spoiler [final mission spoilers] + In the missions leading up to the end I had been battling around 80% mechanical units: sectopods, gatekeepers, andromedons, MECs... So my loadout for the final mission included a ton of EMP bombs, but I only met a few mechanical units in the final mission, and almost all of them were in the long corridor leading up to the final area with avatars. There I had only to 2 MEC troopers spawn from the gates. Is that the same for everyone (I mostly got codices (immune to emp), vipers and mutons from the gates)? If it is, taking regular plasma grenades is way better (or like 50% mimics). P.S. Something I found very useful: mind control a codex, and you can teleport alongside the avatars to flush them out again. | ||
deacon.frost
Czech Republic12129 Posts
On February 08 2016 23:47 Spazer wrote: EU/EW RNG was tested extensively, and the conclusion was that it is only pseudo random on easy and normal difficulty. There is no reason to "balance" the game around true RNG - if you take a risk and fuck up, that's on you, even if it was a calculated risk. There's a reason why guaranteed damage (like grenades) is revered among experienced players. It gives you a backup plan you can truly rely on rather than praying to the RNG gods. In the old game the problem was/is that using grenades meant less material, which was pretty heart braking in LW :-) But yeah, higher difficulties were about grenades ![]() Anyway, I think most people raged about this: 5 soldiers in high cover, high aim, each of them have chance 80 % to hit. 5 soldiers miss. Then aliens take the turn and from 6 shots 5 of them hits, 1 crits, resulting in a half dead team. And this happened A LOT :-) And this feels kinda "they have cheats, ban them OMFG!! WHERE IS THE REPORT BUTTON!!" *rage mode on* | ||
Deleted User 137586
7859 Posts
On February 08 2016 23:59 bluzi wrote: Agreed ,I nade as a last resort if its a 100% kill or an enemy with action points for next turn. I also want to say that i went the semi abusive mode with saves , I'm saving at the first turn of a mission and i only restart missions which i take heavy loses (which sometimes is 1 team member i must admit ![]() I mostly loaded up when the interface messed up, for example when a killzone showed that a unit was in it, but the sniper didn't react to movement (happens with height differences, mostly). Also, concealment felt very buggy, sometimes you spot an enemy and see its vision, but when you move another unit, new vision squares appear and you walk right into them. This would make sense if the squares were somehow hidden, for example behind a corner, or really far from your troops, but they can be pretty much in the middle of your troops as well. Even though I might have not lost any troops there, I reloaded a bunch to figure out how this works (still don't know, though). But other than that, the game is pretty generous with giving you new high level soldiers, and the bar wouldn't feel the same without those we lost. | ||
daemir
Finland8662 Posts
I mean, I've loved the game so far, but these tech and optimization issues are a fucking nuisance. | ||
Deleted User 137586
7859 Posts
On February 09 2016 00:12 daemir wrote: I go ahead, load up troops for the final assault, watch cutscenes and the game is loading..and loading....and loading the mission and then experiences an error and crashes. I mean, I've loved the game so far, but these tech and optimization issues are a fucking nuisance. I counted 4-5 hard crashes in my first play-through. | ||
Godwrath
Spain10126 Posts
+ Show Spoiler + ![]() My latest mission, managed to finish it pretty fast, as i "ambushed" 4 pods at the same time. - 4 Troopers. - 2 Mutons - 1 Officer - 1 Shield - 1 Andromedon - 1 Archon - 1 Sectoid ![]() Time for face off to shine. Yep, 11 aliens to shoot at lol, all in range and the worst roll is a 67% to the muton on full cover very far, most shots are 95%+. Used 1 acid grenade and one alien grenade to strip off some armor, value and HPs. Notice the mimic beacon on the far right on low cover (couldn't find a high cover spot) and you should use aid protocol on it. ![]() Face off results. Did you see the enemies ? Nope anymore. ![]() And capacitor discharge to finish off sectoid + archon, and shotgun time with 95% chance to crit on the andromedon, which resulted on killing the alien and triggering the suit (plus implacable and unstoppable). Mutons go and kill the mimic beacon while the andromedon just moves around doing nothing because he can't reach melee. Two pods later and i finished the mission with 5 turns left on the timer ;P Edit - Anyone knows how to be able to watch replays ? Damn i want to youtube this. | ||
Faruko
Chile34171 Posts
anyone with a 280x ? | ||
Taf the Ghost
United States11751 Posts
On February 08 2016 23:51 Kipsate wrote: There have been quite a few times when someone is on 2-3 hp and I decide fuck it ill nade it even though I have ~70% chance. Sure that nade might be useful elsewhere but if I happen to miss then it could deal considerable dmg and delay my advances. The single most "valuable" piece of damage is the last-hit. This is true in all HP-based combat games. Everything from MOBAs to Warhammer 40k to Worms. (Worms being one of the worst, lol. Many a hilarious memories of getting destroyed by 1 hp worms.) Removing an enemy from the field is almost always worth it, if you can ensure it is removed. So, as mentioned by Spazer, guaranteed damage is extremely valued by those that understand the systems. To my point about the RNG, a "true" RNG system is actually somewhat hard to balance. And it can be really hard to balance for an enjoyable experience. Games where you can be mercilessly punished when you do everything "correctly" by a bad streak within the RNG are generally limited in their mass appeal. And, frankly, are rarely all that fun. So it would make sense if the top difficultly is the actual "truly random" version of the game. But that's also before we deal with an issue that probably can't be checked outside of the actual code: what definition of "random" is being used in the RNG? Getting a non-streaky RNG is a classic problem with a lot of games. | ||
Godwrath
Spain10126 Posts
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SagaZ
France3460 Posts
This is why the first mission is the hardest, 4 grenades is too little so when RNG decides that fun is over, everybody dies. | ||
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