don't expand too fast with sats, and try to keep explosives to a minimum unless its to save soldiers. its not the parts you care for, though they are important, but successful missions with captured or killed aliens give research boosts. the aliens and EXALT advance in tech if they ever capture live XCOM, so have your men fall on grenades if you need to abandon a mission.
If you can capture a bunch of aliens you'll end up getting huge research boosts.
isaac shit: i had a super OP setup that one-shot blue baby as azazel (basically a ton of dmg-ups, triple shot and eve's mascara. plus guppy) and i had dad's key so i decided to do MS too I oneshot all his phases too
Yeah, Fincher is a better artist than a writer. You should check out The Black Mirror storyline. It took place right before the whole New 52 stuff and was one of the few really good Dick Grayson Batman stories.
On November 20 2014 07:18 PrinceXizor wrote: Long war best way to play new Xcom. i agree.
don't expand too fast with sats, and try to keep explosives to a minimum unless its to save soldiers. its not the parts you care for, though they are important, but successful missions with captured or killed aliens give research boosts. the aliens and EXALT advance in tech if they ever capture live XCOM, so have your men fall on grenades if you need to abandon a mission.
If you can capture a bunch of aliens you'll end up getting huge research boosts.
Yep, interrogate was pretty broken on EW too. They removed the instant interrogate/autopsy boni from South America which was fracking ridic, tbf, but removed my favorite strategy of NA into SA.
The biggest issue for me was simply the air war. I could win the land battles fairly easily (outside of making the huge mistake of attacking a landed Transport ship Month 2, 5 outsiders pls, had to full evac), even finished a month 1 Site Recon without losses (I think the game bugged out on me since all the chyssalid pods rushed me turn 1 instead of waiting for activation, <_<; ), but I really just could not keep up with the air war since I chose to divert from heavy lasers early. Tried to keep up cover on two continents and simply could not. Will probably just start in Asia and let my sat go down there, and keep up 3 sats in NA instead. Really need to be much more careful about how I approach it.
How did we get through a bullshit X-Men powers discussion without mentioning Scarlet Witch? Control over probability is the most hilariously broken thing ever and if it's not, now it is.
On November 20 2014 07:27 AsmodeusXI wrote: How did we get through a bullshit X-Men powers discussion without mentioning Scarlet Witch? Control over probability is the most hilariously broken thing ever and if it's not, now it is.
Shes not broken though, because she's not meant to be. and she can't do anything about it, because she only controls probability.
On November 20 2014 07:20 Dandel Ion wrote: isaac shit: i had a super OP setup that one-shot blue baby as azazel (basically a ton of dmg-ups, triple shot and eve's mascara. plus guppy) and i had dad's key so i decided to do MS too I oneshot all his phases too
#rekt ez game ez life
I think attempting all the stupid challenges constantly has sucked some of the fun out of the game for me. I think I'll give up on them for now and come back after playing normally for a while. Not being able to shoot tears makes the game a lot less fun.
Got King Krush, worth the shitty run I guess (class legendary I'm least likely to use but a legendary if a legendary with G&G looming close).
In terms of powers I've liked Jojo's Bizarre Adventure because he comes up with really weird powers and he still find some use out of it (or the battles to defeat them are more battles of the brains).
Part 6 was completely off the wall though, sometimes great (Under World, Manhattan Transfer, Bohemian Rhapsody, Jumpin' Jack Flash's beginning was quite good too), sometimes rubbish (Made in Heaven, Jail House Rock, Sky High), with the philosophies discussed near the end seeming like gibberish from the author more than plot devices (it was already present in previous parts but it reached a new high in Part when it ceased to be quirky/interesting). Part 7 is... I dunno, it has great points and fights/stands (True Man's World/Mandom coulda been better though, and Catch the Rainbow was an interesting concept, including how it was used at the beginning) but a bunch of stuff is just bland and not that interesting power-wise (the steel balls notably).
Rank 17 and people already drop Deathwing, Ragnaros, both Druid ancients, amongst other cards. Real.