the timer showed 00:20:xx:xx?
20 hours seems extremely short. i had been on a timer twice on legendary and both times it was 20+ days.
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hfglgg
Germany5372 Posts
the timer showed 00:20:xx:xx? 20 hours seems extremely short. i had been on a timer twice on legendary and both times it was 20+ days. | ||
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Kipsate
Netherlands45349 Posts
anyway I fucked up while messing around with moving engineers and upgrading my buildings I removed my Proving grounds lmao. | ||
deacon.frost
Czech Republic12129 Posts
On February 11 2016 18:51 Kipsate wrote: Maybe you guys play on different difficulties, on Veteran I had 20 days to do something about the Avatar project. Also I took down a faciltiy that removed 3 progress bars but also one that removed 1. I believe you remove the amount of progress bars that the facility has attributed to the bar. Yes, it looks this way, the longer the facility stands, the more you remove from Avatar project ![]() | ||
hfglgg
Germany5372 Posts
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-Archangel-
Croatia7457 Posts
On February 11 2016 18:53 hfglgg wrote: just to be sure: the timer showed 00:20:xx:xx? 20 hours seems extremely short. i had been on a timer twice on legendary and both times it was 20+ days. Hmm, I am playing on Commander and this timer is always 13 days for me (had it twice now). | ||
Godwrath
Spain10126 Posts
On February 11 2016 16:18 hfglgg wrote: why would people use ap ammo over bluescreen or dragon/venom rounds? the only enemies where ap ammo is much better are shieldbearer with their 3 to 4 armor. the big mecs only have 6 armor so you win 1 damage for unshredded enemies. organic targets with armor often only have 1 armor so bluescreen loses only 1 point of damage. i think ap ammo is in a really weird place. Because you only start to see very powerful robotics very late game, most of the MECs you can just hack them. And organic targets is not only 1 point of damage, if you are not using talon rounds on your rangers early in the game, you are loosing way more than that. Tracer rounds on grenadiers offset their very bad aim. On February 11 2016 16:39 -Archangel- wrote: Why would people use anything but EMP rounds. Only robotic enemies come with lots of life (except Berserkers). Everything else dies fast even without any special rounds. Legendary, officer mk3 which appear before you have plasma have 16 health, for example. Archons also have a lot of health and they are not robotic, etc, etc...Also, it stops 'lids from attacking. Completely. Even the ones that unburrow. | ||
hfglgg
Germany5372 Posts
edit: on the ammo discussion: yeah i dont question that, its just ap ammo i feel is a bit weak. the most armored targets are mechanical units and they have less armor than 5 except for gatekeepers and sectopods. there are just so few organic enemies with high armor that i dont think it is worth taking those rounds over the more specialised versions bluescreen or dragon. | ||
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Kipsate
Netherlands45349 Posts
what do I fucking know XCOM has so many variables. | ||
Latham
9560 Posts
On February 11 2016 18:51 Kipsate wrote: Maybe you guys play on different difficulties, on Veteran I had 20 days to do something about the Avatar project. Also I took down a faciltiy that removed 3 progress bars but also one that removed 1. I believe you remove the amount of progress bars that the facility has attributed to the bar. On the global map, if you zoom in to the facility, under itself it has its own counter that shows just much many blocks it has contributed to the Avatar project itself. Big story missions also remove a ton of blocks by themselves. I recently skullfucked a codex and it removed 5 blocks just for that. | ||
Godwrath
Spain10126 Posts
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deacon.frost
Czech Republic12129 Posts
On February 11 2016 19:27 hfglgg wrote: maybe the timer is scaled up on legendary to be in line with everything else that takes longer. or it is just random, that would fit xcom greatly. i am waiting for my first failed run because xcom gives me only 1 ingame minute to stop the avatar progress. edit: on the ammo discussion: yeah i dont question that, its just ap ammo i feel is a bit weak. the most armored targets are mechanical units and they have less armor than 5 except for gatekeepers and sectopods. there are just so few organic enemies with high armor that i dont think it is worth taking those rounds over the more specialised versions bluescreen or dragon. Well, I think that BSOD rounds come later. Also remember, that some players may ignore "+armor" dark events, which can result in really hugely armored enemies ![]() ![]() | ||
Godwrath
Spain10126 Posts
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deacon.frost
Czech Republic12129 Posts
On February 11 2016 20:19 Godwrath wrote: By the way i don't know if people know this, but for those who have performance problems even with a PC over the recommended requisites. If inside the game you put it on windomed mode, the fps will improve a lot, then you go back to full screen and your framerates are "fixed". Forever or just for the session? ![]() | ||
WindWolf
Sweden11767 Posts
On February 11 2016 18:45 hfglgg wrote: i dont know exactly how the avatar progress works. i assume that each facility has either an independent progress meter and once its filled it adds +1 to the overall progress or it is chance based and every x days there is a chance for each facility to add +1. when you are on the timer the progress should either hold or maybe is even wasted. so once the countdown has started you should have "free" days that dont put you under extra pressure. you can use this time to finish gathering supplies for the next critical upgrade or wait for the one research. its a bit riskier of course because there is less room for error but sabotage missions are probably the easiest in the game and because you only do them late you should have a roster that is broad enough to deal with one failed attempt. The way I think the avatar progress pre-timer works is that each alien facility has it's own chance to add progress to the avatar project and if you destroy the facility the progress of that particular facility is removed. Then there is also a "global" avatar progress meter that happens every now and them which you can only remove by completing certain story objectives | ||
-Archangel-
Croatia7457 Posts
On February 11 2016 19:27 Godwrath wrote: Show nested quote + On February 11 2016 16:18 hfglgg wrote: why would people use ap ammo over bluescreen or dragon/venom rounds? the only enemies where ap ammo is much better are shieldbearer with their 3 to 4 armor. the big mecs only have 6 armor so you win 1 damage for unshredded enemies. organic targets with armor often only have 1 armor so bluescreen loses only 1 point of damage. i think ap ammo is in a really weird place. Because you only start to see very powerful robotics very late game, most of the MECs you can just hack them. And organic targets is not only 1 point of damage, if you are not using talon rounds on your rangers early in the game, you are loosing way more than that. Show nested quote + On February 11 2016 16:39 -Archangel- wrote: Why would people use anything but EMP rounds. Only robotic enemies come with lots of life (except Berserkers). Everything else dies fast even without any special rounds. Legendary, officer mk3 which appear before you have plasma have 16 health, for example. Archons also have a lot of health and they are not robotic, etc, etc...Also, it stops 'lids from attacking. Completely. Even the ones that unburrow. I don't have a hacker so my sniper owns mechs with EMP rounds. Archons are not a problem anymore for my squad. I run with: 1 ranger focused on stealth (has extra life and flashbang) 1 squadsight sniper with Emp rounds (used poison rounds before I got emp ones), he has spider armor and awesome upgrade for sniper that lets him do 3 free reloads per mission and +15% hit chance upgrade ![]() 1 specialist focused on healing and support. He got a bonus grenade damage and AoE as extra perk so I also have him carry a plasma grenade (not sure if there are better choices, Emp grenade?) 1 PSI Ops with most Psi skills trained. Also carries a Mimic grenade to have more options. 2 Grenadiers both focused on explosives. One has a Exo suit and a rocket launcher, other also one Mimic grenade. I only need emp rounds for this team, PSI Ops takes care of all meatbags. | ||
Xafnia
Canada874 Posts
The counter for Commander difficulty is definitely 14days. I assume it's longer the lower your difficulty setting is. I just got a half decent psi-ops guy running myself. Stasis is really nice. | ||
deacon.frost
Czech Republic12129 Posts
Edit> It also skips cut scenes, be careful (that's from the youtube commentary) | ||
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BLinD-RawR
ALLEYCAT BLUES50118 Posts
On February 11 2016 20:48 deacon.frost wrote: Hmm, apparently when you are coming from a mission caps-lock helps with loading times of the base... WTF? https://www.youtube.com/watch?v=diAVEAXdKSg ahh yes caps lock, because yelling at your game in text makes it load faster. | ||
deacon.frost
Czech Republic12129 Posts
On February 11 2016 20:54 BLinD-RawR wrote: Show nested quote + On February 11 2016 20:48 deacon.frost wrote: Hmm, apparently when you are coming from a mission caps-lock helps with loading times of the base... WTF? https://www.youtube.com/watch?v=diAVEAXdKSg ahh yes caps lock, because yelling at your game in text makes it load faster. Right now I don't know whether it's trolling or true as I am at work, but I raged a little over the loading times ![]() | ||
Godwrath
Spain10126 Posts
On February 11 2016 20:29 -Archangel- wrote: Show nested quote + On February 11 2016 19:27 Godwrath wrote: On February 11 2016 16:18 hfglgg wrote: why would people use ap ammo over bluescreen or dragon/venom rounds? the only enemies where ap ammo is much better are shieldbearer with their 3 to 4 armor. the big mecs only have 6 armor so you win 1 damage for unshredded enemies. organic targets with armor often only have 1 armor so bluescreen loses only 1 point of damage. i think ap ammo is in a really weird place. Because you only start to see very powerful robotics very late game, most of the MECs you can just hack them. And organic targets is not only 1 point of damage, if you are not using talon rounds on your rangers early in the game, you are loosing way more than that. On February 11 2016 16:39 -Archangel- wrote: Why would people use anything but EMP rounds. Only robotic enemies come with lots of life (except Berserkers). Everything else dies fast even without any special rounds. Legendary, officer mk3 which appear before you have plasma have 16 health, for example. Archons also have a lot of health and they are not robotic, etc, etc...Also, it stops 'lids from attacking. Completely. Even the ones that unburrow. I don't have a hacker so my sniper owns mechs with EMP rounds. Archons are not a problem anymore for my squad. I run with: 1 ranger focused on stealth (has extra life and flashbang) 1 squadsight sniper with Emp rounds (used poison rounds before I got emp ones), he has spider armor and awesome upgrade for sniper that lets him do 3 free reloads per mission and +15% hit chance upgrade ![]() 1 specialist focused on healing and support. He got a bonus grenade damage and AoE as extra perk so I also have him carry a plasma grenade (not sure if there are better choices, Emp grenade?) 1 PSI Ops with most Psi skills trained. Also carries a Mimic grenade to have more options. 2 Grenadiers both focused on explosives. One has a Exo suit and a rocket launcher, other also one Mimic grenade. I only need emp rounds for this team, PSI Ops takes care of all meatbags. Yeah sure, i am certain than in on a lower difficulty where your tech is cut in half time, it doesn't matter that much what you put in your troops until the very late game. That's why i said on legendary difficulty specifically since you are facing stronger enemies with much less firepower. About t2 grenades. - Plasma grenade are jack of all trades. Average damage damage, strip cover and 2 armor. - Acid strips 4 armor, deals average damage and heavy dot damage. Doesn't destroy cover. - Fire grenades deals the highest damage (6) on organics plus dot, shreds 2 armor. Doesn't destroy cover. Burn. - EMP grenades deals the highest damage (6) on robotics plus hacking defense penalty. Ignores armor. Does not destroy cover. - Gas grenade average damage, strips 2 armor, poison. And proximite mines, which i haven't used but do 8 damage shred 2 armor. Then some radius are different, gas has the highest (5) while Fire and EMP (4) are second, and frag/acid third (3). | ||
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