I have an Xcom tip. Expect a difficulty jump once you meet your first Crysalid. If you think you had a grip on the game before you encountered these, bear in mind that the round you discover them they can feasibly move about 12 spaces and still attack you, and they can and will kill people without carapace armor in one hit. If you even suspect they might be on the map, move very carefully and use lots of overwatch!
RIP Alpha Squad.
The first time I got a Terror Mission, I was rocking, kicking arse infact. So I sent in the best, the best of the best. The following mission I HAD to send in the worst, the worst of the worst.
--Subtle Sub Text--
It was a horrible, bloody, pants wetting, zombie filled experience that is now only known as "Judgement Day"
Well, somehow I ended up connecting from a US IP address, and you know what Steam's like for downloading and unlocking stuff without asking? Unbelievable, really. I'd better keep it in offline mode for the next week so it doesn't do anything like that again!
I've also just added myself to the PA name list, but I'm a muppet and forgot the space... can someone fix that? I blame all the other rubbish forums that don't allow spaces for that.
Got a weird bug on PC. Some of my gear is missing in the screen where you assign it to guys but when I go to the factory screen it tells me I have those items built. I lost two scopes, a med kit, and an arc thrower. Engineering says they should be there but I went through every single guy and no one has them.
Look at the men in your barracks. Bet you money they are on someone you don't have active.
This is my biggest gripe with the interface so far. It really should be possible to directly pull items off inactive soldiers in the equipment menu. Finding the soldiers and manually stripping them of the good stuff is annoying and tedious.
Its not so bad if you remember to do it after the mission they're injured on. Just as many clicks as if you were taking it off them via a menu later. Not that I disagree it'd be a nice addition.
Origin for Dragon Age: Inquisition Shenanigans: Inksplat776
I have an Xcom tip. Expect a difficulty jump once you meet your first Chryssalid. If you think you had a grip on the game before you encountered these, bear in mind that the round you discover them they can feasibly move about 12 spaces and still attack you, and they can and will kill people without carapace armor in one hit. If you even suspect they might be on the map, move very carefully and use lots of overwatch!
RIP Alpha Squad.
Difficulty is at least partially luck. I was iron manning my first playthrough and it began to look untenable, so I restarted, and things have gotten better due to experience, but there's only so much you can do to mitigate the threats from crits, particularly in the dead zones between threat vs. armor scaling.
After losing my first Classic Ironman game, restarted another one this morning. I'm almost at the end of the first month, so far everything is going great. 2 Satellites building with an uplink on the way. Here's my current squad:
Sergeant 'Sledge' @CoJoeTheLawyer, heavy class with 3 missions and 9 kills. Currently Gravely Wounded.
Corporal @GrimmyToa, sniper class with 3 missions and 2 kills. Currently wounded.
Squaddie @Disoriented Fox, heavy class with 2 missions and 1 kill. Currently wounded for 15 days, you slacker.
Sergeant 'Android' @Woodroez, assault class with 4 missions and 10 kills. Never been wounded even once, you're a super star!
Squaddie @Frei, support class with 1 mission and 2 kills. You're not wounded either.
My dead rookies are @Iron Weasel and, funnily enough, @CoJoeTheLawyer. Not sure if this was a bug or if your name got seeded twice, but you definitely died in the tutorial level. And now you're one of my sergeants. Weird :P
Steam: Spawnbroker
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Librarian's ghostLibrarian, Ghostbuster, and TimSporkRegistered Userregular
Got a weird bug on PC. Some of my gear is missing in the screen where you assign it to guys but when I go to the factory screen it tells me I have those items built. I lost two scopes, a med kit, and an arc thrower. Engineering says they should be there but I went through every single guy and no one has them.
Look at the men in your barracks. Bet you money they are on someone you don't have active.
This is my biggest gripe with the interface so far. It really should be possible to directly pull items off inactive soldiers in the equipment menu. Finding the soldiers and manually stripping them of the good stuff is annoying and tedious.
When I said I went through every single guy I meant it. Both in the deploy screen and the barracks. I even checked my wounded.
I have an Xcom tip. Expect a difficulty jump once you meet your first Chryssalid. If you think you had a grip on the game before you encountered these, bear in mind that the round you discover them they can feasibly move about 12 spaces and still attack you, and they can and will kill people without carapace armor in one hit. If you even suspect they might be on the map, move very carefully and use lots of overwatch!
RIP Alpha Squad.
And that's the key. In every terror mission I've played, I've done extraordinary against Chryssalids (and in general). I've yet to lose a soldier to one of those buggers... and my last battle with em' was a support, a heavy, and a pair of rookies against two Chryssalids and a pair of Floaters (on Classic Ironman). Thankfully, I did drop a missile on half that mess.
The biggest issue they've given me so far are zombies. Not that I have any real worries about zombies, but they absorb so much damage that you end up wasting a mess of time on them while Floaters are out blasting civilians in the face. Not to mention how freakin' retarded civilians are... though one did kick down a door to escape getting zombified.
KlykaDO you have anySPARE BATTERIES?Registered Userregular
edited October 2012
Another tip:
S.C.O.P.E.s go to rookies, Nano-Fiber Vests go to ranked officers without armor.
Seriously. the S.C.O.P.E.s give +10 aim. That means a jump from 65 to 75 for a rookie, which equals 1 or 2 level ups. This is EXTREMELY EFFECTIVE.
The vests are then used to keep your valuable soldiers alive and they won't need the scopes that much anymore cause they already have an increase in aim.
Klyka on
SC2 EU ID Klyka.110
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KlykaDO you have anySPARE BATTERIES?Registered Userregular
Question: is it possible to finish that first tutorial mission
Without losing like 3 team members, or was I just unlucky with RNG?
They always die,it's all scripted.
It's basically the tutorial telling you: "This is what is going to happen. Often."
Klyka on
SC2 EU ID Klyka.110
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Casually HardcoreOnce an Asshole. Trying to be better.Registered Userregular
Why are ya'll saying overwatch isn't worth it?
I can't begin to count the number of times I save my squad from being wipe by having my rear men over watch my front men retreat into better cover.
Honestly, the only time I lost men is when my dudes panics and start shooting each other.
Then again, I'm still early in the game fighting Sectoids and Floaters.
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AegeriTiny wee bacteriumsPlateau of LengRegistered Userregular
edited October 2012
Just came back from the AU launch event, got to play the game a solid 3 hours uninterrupted almost on the 360 - at the expense of food and drink of course (though the bar person did offer me lemonade, I was most pleased). Met some new people but mostly focused on the game. I played classic difficulty and didn't lose a single man up until I gave the controller to a new guy who wanted to play. Unfortunately that was the first terror mission and he told me that he hasnt played this kind of game before. You can imagine how it went I am sure.
I really cannot wait for my copy to arrive on Friday. It is amazing how much fine detail and importance is placed on decisions like making satellites early vs. buying equipment for soldiers. Money being much tighter in this game really impresses on how difficult the decisions at the strategic vs. tactical level are - I lost Argentina on the 22nd of the first month to rampant panic, but clawed back Russia, the USA and Australia by my early decisions to invest in satellites by mid April. Really wanted to see how I would have gone in that terror mission as well
Only one more day and I can play!
But again, thanks to 2k games for the invite to the awesome launch event. Shame Alan Moore was sick so we couldn't have that rematch
Also overwatch is absolutely worth it if you have a sniper with squad sight, the high ground perk and a scope. I shot so many aliens dead on overwatch with that sniper it was ridiculous. Plus if you have a heavy overwatched with holo targeting it seems to negate the penalty for any subsequent shots - which is pretty handy. You should not rely on overwatch of course, but it is absolutely worth using.
Another tip:
S.C.O.P.E.s go to rookies, Nano-Fiber Vests go to ranked officers without armor.
Seriously. the S.C.O.P.E.s give +10 aim. That means a jump from 65 to 75 for a rookie, which equals 1 or 2 level ups. This is EXTREMELY EFFECTIVE.
The vests are then used to keep your valuable soldiers alive and they won't need the scopes that much anymore cause they already have an increase in aim.
I don't know if I agree with this. Rooks can't even live through a fight on classic without a nano fiber. But then again, I put nano fiber on everyone except the sniper, support, and one assault who has a arc. I just don't see how I could keep people from being crit to death on classic otherwise.
Also, why is the strategic layer so boned on classic. I swear I'm gonna lose 3 nations by second month. Screw you terror level!
I can't begin to count the number of times I save my squad from being wipe by having my rear men over watch my front men retreat into better cover.
Honestly, the only time I lost men is when my dudes panics and start shooting each other.
Then again, I'm still early in the game fighting Sectoids and Floaters.
Overwatch is one of the most important and potent weapons in your arsenal and should be used with abundance. No idea why some people think it's not worth it, the reaction fire penalty is -10 (or -15) if recall correctly, so just having a scope equipped already negates it and the enemy is not in cover when you fire either.
Overwatch is VERY, VERY GOOD.
The only time I would think of not using overwatch, is when my guy has 1 shot left. You want to either reload or switch to your pistol (sorry heavies!) for overwatch then, because that 1 shot is better spend for a proper shot.
Yeah the stategy layer is such a dick. "Hey, you want engineers? Too bad, this other country is like 8 bars red, and is totally freaking out. Also, that mission is very difficult."
I lost the one "very difficult" mission I tried. Im not even sure it was close.
Anyone know the bonus to cover "hunker down" gets? Im assuming 10, but I dont know for sure.
I hate how much the game makes me wish i could have ALL perks for my soldiers, I dont like choosing, they are all so useful.
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AegeriTiny wee bacteriumsPlateau of LengRegistered Userregular
I don't agree with Klyka either, rookies are much more useful as grenade carrying cannon fodder. Run them forward, grenade aliens and their cover then gun them down with your better soldiers. I used only one scope and that was for my sniper (which in fairness feels like an overly obvious choice) while everyone else had nano fiber vests, a medkit (support) or an arc thrower if I felt splicy. I honestly don't believe rookies are worth giving scopes to over grenades, which never miss and can remove vital cover allowing you to murder the now exposed aliens.
Yeah the stategy layer is such a dick. "Hey, you want engineers? Too bad, this other country is like 8 bars red, and is totally freaking out. Also, that mission is very difficult."
I lost the one "very difficult" mission I tried. Im not even sure it was close.
Anyone know the bonus to cover "hunker down" gets? Im assuming 10, but I dont know for sure.
I hate how much the game makes me wish i could have ALL perks for my soldiers, I dont like choosing, they are all so useful.
Not sure, but use hunker down and then check the soldier info to tell us
SC2 EU ID Klyka.110
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Iron WeaselDillon!You son of a bitch!Registered Userregular
Aww, dead already
Also, this game is pretty cool. I played for a couple of hours last night on Normal, and I agree with other X-COM vets that it’s not as challenging as I’d like. My guys get shot up, but no one has died since the unfortunate Delta Squad incident in Berlin. I’ve been rotating my rookies in and out so I have a stable of troops from all classes, which is pretty neat. I’m about to attack a crashed UFO, and then I think I might put this game on hold and try it on Classic – see how I like get pushed around.
I do kinda wish the inventory was handled differently; if a soldier isn’t active, then maybe all their non-basic items get automatically put in the armoury for other people to use? 'Doc' Valdez has filed several complaints about the other soldiers playing "Hide the medkit". I mean, if one soldier has an item and I try to give it to someone else, maybe I could just get a prompt – “This item has been assigned to [SOLDIER 1]. Transfer it to [SOLDIER 2]?”
Also not a fan of the reaction shots through geometry thing. It’s one thing when a guy fires an AR through a wooden box at an alien, but it’s something else when my Assault takes out a running sectoid from 25 meters away ... through an 8-foot brick wall. Then the cheeky bitch tried to do the same thing on the next turn! What kinda rounds are you loading, lady?
Oh, and during a UFO mission, I had a weird animation thing happen – I had run a Support right next to a Floater and fired. My soldier turned so that the Floater was on his right, fired his weapon into thin air – but the bullets came out backwards and shot the alien in the back. I don’t know what Dr Shen has been working on down in Engineering, but I think I want more.
Currently Playing:
The Division, Warframe (XB1)
GT: Tanith 6227
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cptruggedI think it has something to do with free will.Registered Userregular
I don't agree with Klyka either, rookies are much more useful as grenade carrying cannon fodder. Run them forward, grenade aliens and their cover then gun them down with your better soldiers. I used only one scope and that was for my sniper (which in fairness feels like an overly obvious choice) while everyone else had nano fiber vests, a medkit (support) or an arc thrower if I felt splicy. I honestly don't believe rookies are worth giving scopes to over grenades, which never miss and can remove vital cover allowing you to murder the now exposed aliens.
Ah, grenades as cover removal. That's a great idea. I usually bring one rookie to get a level on every mission and that may be worth the danger of no nano-fiber. hmmmmm.
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Zxerolfor the smaller pieces, my shovel wouldn't doso i took off my boot and used my shoeRegistered Userregular
Also, this game is pretty cool. I played for a couple of hours last night on Normal, and I agree with other X-COM vets that it’s not as challenging as I’d like. My guys get shot up, but no one has died since the unfortunate Delta Squad incident in Berlin. I’ve been rotating my rookies in and out so I have a stable of troops from all classes, which is pretty neat. I’m about to attack a crashed UFO, and then I think I might put this game on hold and try it on Classic – see how I like get pushed around.
Yeah, it's not challenging as you like precisely because you're not playing classic, which is named as such for a reason.
+1
cptruggedI think it has something to do with free will.Registered Userregular
Yeah the stategy layer is such a dick. "Hey, you want engineers? Too bad, this other country is like 8 bars red, and is totally freaking out. Also, that mission is very difficult."
I lost the one "very difficult" mission I tried. Im not even sure it was close.
Anyone know the bonus to cover "hunker down" gets? Im assuming 10, but I dont know for sure.
I hate how much the game makes me wish i could have ALL perks for my soldiers, I dont like choosing, they are all so useful.
I had to just choose a different mission instead of my first very difficult. I tried it a couple of times by loading. But before carapace armor a mission with 9 thin men and 4 floaters just wasn't possible unless they all got in fireball formation in front of my heavy. And they didn't.
And failing that mission is why I lost Mexico in the first month. Though personally, I blame the drug cartels.
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AegeriTiny wee bacteriumsPlateau of LengRegistered Userregular
Yeah I use explosives for damaging stronger enemies, but mostly to remove their cover. In fact most of my tactics revolve around getting into rocket or grenade range of their cover, then blowing it up and murdering them with small arms fire/ sniper fire. This worked so well, in the 9 missions I played I took damage only 4 times as I was pretty effectively killing all the aliens as I saw them (or shooting them down with overwatch first). Plus I wasn't wasting precious weapon fragments or corpses for selling.
And the shredder rocket is simply amazing for turning the tide on cyberdiscs. The extra damage I got from it pushed my laser weapons that little bit to make the difference between it surviving and being repaired, to being instantly destroyed. Can I say that a Cyberdisk on a downed UFO is a really shitty surprise? Because it is, almost killed pinky the support!
Well, finally managed to stun a Commander. In a very last ditch attempt of "either one of these two stuns will land, or the other two people in the room are going to shoot you." Very very good remake of XCOM. Only complaint I have at the moment may actually be a throwback as well. Half my breach squad are completely leveled now (seriously lucky people, thus far the assault's gotten knocked down to 1 health by multiple crysalids) and can snap 85%+ accuracy shots into people in low cover from extreme range. Cover at this point for myself and hostiles appears to be more about lowering crit chance than lowering chance to hit.
Anyways, lucky "this could have gone terribly" story from last night:
Landed UFO assault, by far my least favorite mission type. Start deploying into cover, toss a sensor beacon long off my left flank towards the ship. This reveals... four drones and two freaking cyberdiscs. As soon as the next turn starts (since they're not in LOS to me and don't advance), the tight pack eats two HEAT rockets and sniper fire to deal with the second disc that somehow didn't take damage from the first rocket. Because Z axis and rockets do not get along. Next turn I learn there was also a berzerker and four mutons coming from the right flank in what would have been a short complete wipe if I hadn't seen the discs first. I desire to take away my sniper's rifle and just have her carry 30 sensor beacons now.
kildy on
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AxenMy avatar is Excalibur.Yes, the sword.Registered Userregular
I really wish you can pick the specialization of your cannon fodder cause apparently I have been sacrificing nearly all my rookies that would have become heavies. I don't need another sniper damnit
Doubly annoying when you have that Officer Training that makes all Rookies promoted to Squadies. You hire like 6 new guys. They arrive, 4 snipers and two freaking Support. Well, that was a waste of money.
Though don't get me wrong, I love snipers. They become unbelievable killing machines when you level them up. Seriously, my sniper can target any enemy anyone in my squad see. Has a base (base mind you!) to hit chance of like 70-75% unless the enemy is behind full cover then it is like 55%. Gains 100% hit chance on enemies if they are lower elevation then them. Does not receive a penalty for a Reaction Shot. Can kill an enemy that is flanked or not in cover without wasting a turn! I had my sniper take out six mutons by herself! It was glorious. Only problem is that it takes awhile to level them up enough to where they are that badass. They kind of remind me of Wizards in Baldur's Gate. Totally crappy in the beginning, but after some levels they become whirlwinds of death.
The other classes (IMHO) feel more immediately useful then the sniper does.
Another tip:
S.C.O.P.E.s go to rookies, Nano-Fiber Vests go to ranked officers without armor.
Seriously. the S.C.O.P.E.s give +10 aim. That means a jump from 65 to 75 for a rookie, which equals 1 or 2 level ups. This is EXTREMELY EFFECTIVE.
The vests are then used to keep your valuable soldiers alive and they won't need the scopes that much anymore cause they already have an increase in aim.
Carapace armor for all and my rookies carry S.C.O.P.E.s and Light Plasma Rifles. As you say S.C.O.P.E.s add +10 aim, but so do Light Plasma Rifles! Not sure about the other Plasma weapons though.
Axen on
A Capellan's favorite sheath for any blade is your back.
Welp, sad news, people of Earth. Mutons started showing up in every mission and turns out I wasn't equipped to deal with them. Game over after 122 days.
It's good to have you back, X-Com.
Did I die a hero?
If by "a hero" you mean "by getting ruthlessly annihilated by the Alien Seal Team Six," then yes, you were very heroic.
Carapace armor is excellent for the survivability of your soldiers, but puny bullets just don't compare to white-hot plasma. Next time I'm getting those laser rifles as soon as possible.
MH3: B77AE9 - Natou
+1
KlykaDO you have anySPARE BATTERIES?Registered Userregular
I don't agree with Klyka either, rookies are much more useful as grenade carrying cannon fodder. Run them forward, grenade aliens and their cover then gun them down with your better soldiers. I used only one scope and that was for my sniper (which in fairness feels like an overly obvious choice) while everyone else had nano fiber vests, a medkit (support) or an arc thrower if I felt splicy. I honestly don't believe rookies are worth giving scopes to over grenades, which never miss and can remove vital cover allowing you to murder the now exposed aliens.
Grenades are cool and all, but I have started to prefer doing flanking runs with my rookies and the extra aim from the scopes helps a lot in taking down the early sectoids/thin men. Remember, a scope negates half off of light cover and you use it more than once.
I do like grenades, I really do, but my current run with the SCOPE/vest setup is the best run so far.
Congratulations @Xaviar , you killed a floater with your first shot, got me the achievement for 150 dead aliens, and captured a sectoid. Unfortunately, you also learned a harsh lesson.
Port-A-Potties demonstrate the tactical difference between cover and concealment.
@Celebrim - You are a valued member of our team, but the medical staff is concerned by your apparently insatiable urge to place yourself in the line of fire. Yes, you have a nice pistol and you know how to use it, but we have enough people willing to kick in doors. Please remember your Scout/Sniper training when you get out of the dispensary.
Chases Street Demons on
"Sometimes things aren't complicated," I said. "You just have to be willing to accept the absolute corruption of everybody involved."
So, for fun, I saved a game where I had two Floaters versus two Squaddies. One Floater was flanked. Chance to hit was 66% (flanked)/75% for the first soldier, 50%/75% for the second.
In thirty loads - over two dozen - I hit the 66% chance shot twice on one soldier, and the 75% shot once on the other. The 75% hit was immediately after one of the 66% ones (but not the other).
Something is screwy there.
Game is still awesome.
Like many turn based games, this one cleverly saves and remembers what the last "roll" was supposed to be. So if you try to save scumm it, the game is like "nope" and will continue giving you the shitty roll. People get around this by doing something else in a different order, which refreshes what the RNG rolled.
It is a bit odd that the RNG is missing so consistently if you fire one first and then try the other, but that is because I am not sure when and how it refreshes the numbers it has rolled (might be a sequence, which is another method some of these games use to screw with save scumming). I kind of hope one of the designers is at the launch party I am going to tonight so I can find this out directly.
Here's the thing: the first time around, that shot hit. I saved it in a state where I should have been able to replicate success, and could not.
Operation Devil's Stroke was a tragedy. Sgt. "Lights Out" Dirtmuncher took a critical hit from a Floater, which killed him instantly. Not even the nanoweave fibers we installed in his armor could save him. Sgt. "Voodoo" TheKoolEagle also took a hit, and is out for nine days.
Operation Secret Skull (aka, you think this game is fair? Fuck You.)
Total fucking wipe. First terror mission starts well, with four civvies rescued and a couple Floaters killed. Then come the Chryssalid. Or, as I like to call them, "You think you can hit us at 75% with lasers? HAHAHA fuck you." Miss after miss after miss after goddamn miss. But the face-fucker doesn't care. Oh no. It runs the fuck away after leaving an invincible fucking zombie right in the middle of my squad. Running around killing civilians, spawning more zombies, laughing. We kill five or six zombies before the Cryssalid has killed all the civilians on the map, and comes back around to laugh at us again. Think we can kill it this time? NOPE. Doesn't matter how high the chance to hit is, that Chryssalid is fucking immune to lasers.
The USA says "Uh, fuck this, if Chryssalids are immune to lasers, we're better off on our own."
Difficulty: Classic
Operation Unceasing Dream
An assault on a landed UFO proved deadly for half the fucking rookies, because rookies are shit. Also, fuck you Thin Men bullshit artists. My sole remaining vet (Just_Bri_Thanks) and a squad of Rookies tried to hold off an un-fucking-ending wave of Thin Men, Sectoids, and Floaters. They were seriously fighting nine of those fuckers at once at one point.
Ok, starting this on Classic Ironman may have been a mistake. I managed to get to day 122 on my second game, but any subsequent attempts resulted in my entire squad panicking or doing something else stupid on the second or third mission.
So I (eventually) restarted on Normal Ironman and it feels a good bit fairer. I think I'd rather see what the whole game has to offer first and save the crazy for later.
Though the first time I saw an Outsider and started to panic only for my Sniper on overwatch to pop him in the head was awesome!
After losing my first Classic Ironman game, restarted another one this morning. I'm almost at the end of the first month, so far everything is going great. 2 Satellites building with an uplink on the way. Here's my current squad:
Sergeant 'Sledge' @CoJoeTheLawyer, heavy class with 3 missions and 9 kills. Currently Gravely Wounded.
Corporal @GrimmyToa, sniper class with 3 missions and 2 kills. Currently wounded.
Squaddie @Disoriented Fox, heavy class with 2 missions and 1 kill. Currently wounded for 15 days, you slacker.
Sergeant 'Android' @Woodroez, assault class with 4 missions and 10 kills. Never been wounded even once, you're a super star!
Squaddie @Frei, support class with 1 mission and 2 kills. You're not wounded either.
My dead rookies are @Iron Weasel and, funnily enough, @CoJoeTheLawyer. Not sure if this was a bug or if your name got seeded twice, but you definitely died in the tutorial level. And now you're one of my sergeants. Weird :P
I know its probably not a popular perk, but I love that gunslinger one on the sniper. Blasting floaters with the pistol is awesome
Yeah, I like that myself. It lets a Sniper move and kill a Sectoid, while still being able to take squad sight.
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AegeriTiny wee bacteriumsPlateau of LengRegistered Userregular
I found flanking often brings more aliens into a fight by discovering them at an awkward moment. Destroying their immediate cover and gunning them down is far superior to trying to flank, exposing the map and picking a fight with three new aliens now flanking you. As rookies are expendable, this works really pretty well and can be decisive between not taking a scratch all mission or losing someone. A full 50% of the missions I ran I didn't even take any damage, which I am pretty happy with.
Only problem is it wasn't even on my own console, so I have to do it all again! Not that I mind, I already saw some early mistakes I want to correct like investing in more satellites earlier.
I know its probably not a popular perk, but I love that gunslinger one on the sniper. Blasting floaters with the pistol is awesome
Is that the one you can get instead of the elevation perk? I can see that being good. Cause honestly, right now I don't often get use out of the elevation bonus on my sniper. And she definitely has to use the pistol every mission. (If even just for overwatch while moving forward)
I use guinslinger on my sniper. It works great if you don't have snap shot and you have your pistol out for overwatch shots.
"Sometimes things aren't complicated," I said. "You just have to be willing to accept the absolute corruption of everybody involved."
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AegeriTiny wee bacteriumsPlateau of LengRegistered Userregular
That pistol perk and a laser pistol makes a sniper about as good as a shotgun indoors and with better accuracy. I think the elevation perk is a bit overrated, I wont be taking it on my second time around on Friday.
Zxerolfor the smaller pieces, my shovel wouldn't doso i took off my boot and used my shoeRegistered Userregular
So you're doing/have done that 2K event thing @Aegeri? Any hot insights if so?
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cptruggedI think it has something to do with free will.Registered Userregular
I'm starting to wonder if going classic on my first run was a good idea. I think I've got a handle on it now. But seeing where all the tech trees have gone and knowing the importance of getting satellites up may would have really helped with the current strategic layer pickle that I'm in.
Posts
The first time I got a Terror Mission, I was rocking, kicking arse infact. So I sent in the best, the best of the best. The following mission I HAD to send in the worst, the worst of the worst.
--Subtle Sub Text--
I've also just added myself to the PA name list, but I'm a muppet and forgot the space... can someone fix that? I blame all the other rubbish forums that don't allow spaces for that.
Its not so bad if you remember to do it after the mission they're injured on. Just as many clicks as if you were taking it off them via a menu later. Not that I disagree it'd be a nice addition.
Difficulty is at least partially luck. I was iron manning my first playthrough and it began to look untenable, so I restarted, and things have gotten better due to experience, but there's only so much you can do to mitigate the threats from crits, particularly in the dead zones between threat vs. armor scaling.
Sergeant 'Sledge' @CoJoeTheLawyer, heavy class with 3 missions and 9 kills. Currently Gravely Wounded.
Corporal @GrimmyToa, sniper class with 3 missions and 2 kills. Currently wounded.
Squaddie @Disoriented Fox, heavy class with 2 missions and 1 kill. Currently wounded for 15 days, you slacker.
Sergeant 'Android' @Woodroez, assault class with 4 missions and 10 kills. Never been wounded even once, you're a super star!
Squaddie @Frei, support class with 1 mission and 2 kills. You're not wounded either.
My dead rookies are @Iron Weasel and, funnily enough, @CoJoeTheLawyer. Not sure if this was a bug or if your name got seeded twice, but you definitely died in the tutorial level. And now you're one of my sergeants. Weird :P
When I said I went through every single guy I meant it. Both in the deploy screen and the barracks. I even checked my wounded.
And that's the key. In every terror mission I've played, I've done extraordinary against Chryssalids (and in general). I've yet to lose a soldier to one of those buggers... and my last battle with em' was a support, a heavy, and a pair of rookies against two Chryssalids and a pair of Floaters (on Classic Ironman). Thankfully, I did drop a missile on half that mess.
The biggest issue they've given me so far are zombies. Not that I have any real worries about zombies, but they absorb so much damage that you end up wasting a mess of time on them while Floaters are out blasting civilians in the face. Not to mention how freakin' retarded civilians are... though one did kick down a door to escape getting zombified.
Without losing like 3 team members, or was I just unlucky with RNG?
S.C.O.P.E.s go to rookies, Nano-Fiber Vests go to ranked officers without armor.
Seriously. the S.C.O.P.E.s give +10 aim. That means a jump from 65 to 75 for a rookie, which equals 1 or 2 level ups. This is EXTREMELY EFFECTIVE.
The vests are then used to keep your valuable soldiers alive and they won't need the scopes that much anymore cause they already have an increase in aim.
They always die,it's all scripted.
It's basically the tutorial telling you: "This is what is going to happen. Often."
I can't begin to count the number of times I save my squad from being wipe by having my rear men over watch my front men retreat into better cover.
Honestly, the only time I lost men is when my dudes panics and start shooting each other.
Then again, I'm still early in the game fighting Sectoids and Floaters.
I really cannot wait for my copy to arrive on Friday. It is amazing how much fine detail and importance is placed on decisions like making satellites early vs. buying equipment for soldiers. Money being much tighter in this game really impresses on how difficult the decisions at the strategic vs. tactical level are - I lost Argentina on the 22nd of the first month to rampant panic, but clawed back Russia, the USA and Australia by my early decisions to invest in satellites by mid April. Really wanted to see how I would have gone in that terror mission as well
Only one more day and I can play!
But again, thanks to 2k games for the invite to the awesome launch event. Shame Alan Moore was sick so we couldn't have that rematch
Also overwatch is absolutely worth it if you have a sniper with squad sight, the high ground perk and a scope. I shot so many aliens dead on overwatch with that sniper it was ridiculous. Plus if you have a heavy overwatched with holo targeting it seems to negate the penalty for any subsequent shots - which is pretty handy. You should not rely on overwatch of course, but it is absolutely worth using.
I don't know if I agree with this. Rooks can't even live through a fight on classic without a nano fiber. But then again, I put nano fiber on everyone except the sniper, support, and one assault who has a arc. I just don't see how I could keep people from being crit to death on classic otherwise.
Also, why is the strategic layer so boned on classic. I swear I'm gonna lose 3 nations by second month. Screw you terror level!
Overwatch is one of the most important and potent weapons in your arsenal and should be used with abundance. No idea why some people think it's not worth it, the reaction fire penalty is -10 (or -15) if recall correctly, so just having a scope equipped already negates it and the enemy is not in cover when you fire either.
Overwatch is VERY, VERY GOOD.
The only time I would think of not using overwatch, is when my guy has 1 shot left. You want to either reload or switch to your pistol (sorry heavies!) for overwatch then, because that 1 shot is better spend for a proper shot.
I lost the one "very difficult" mission I tried. Im not even sure it was close.
Anyone know the bonus to cover "hunker down" gets? Im assuming 10, but I dont know for sure.
I hate how much the game makes me wish i could have ALL perks for my soldiers, I dont like choosing, they are all so useful.
Not sure, but use hunker down and then check the soldier info to tell us
Also, this game is pretty cool. I played for a couple of hours last night on Normal, and I agree with other X-COM vets that it’s not as challenging as I’d like. My guys get shot up, but no one has died since the unfortunate Delta Squad incident in Berlin. I’ve been rotating my rookies in and out so I have a stable of troops from all classes, which is pretty neat. I’m about to attack a crashed UFO, and then I think I might put this game on hold and try it on Classic – see how I like get pushed around.
I do kinda wish the inventory was handled differently; if a soldier isn’t active, then maybe all their non-basic items get automatically put in the armoury for other people to use? 'Doc' Valdez has filed several complaints about the other soldiers playing "Hide the medkit". I mean, if one soldier has an item and I try to give it to someone else, maybe I could just get a prompt – “This item has been assigned to [SOLDIER 1]. Transfer it to [SOLDIER 2]?”
Also not a fan of the reaction shots through geometry thing. It’s one thing when a guy fires an AR through a wooden box at an alien, but it’s something else when my Assault takes out a running sectoid from 25 meters away ... through an 8-foot brick wall. Then the cheeky bitch tried to do the same thing on the next turn! What kinda rounds are you loading, lady?
Oh, and during a UFO mission, I had a weird animation thing happen – I had run a Support right next to a Floater and fired. My soldier turned so that the Floater was on his right, fired his weapon into thin air – but the bullets came out backwards and shot the alien in the back. I don’t know what Dr Shen has been working on down in Engineering, but I think I want more.
The Division, Warframe (XB1)
GT: Tanith 6227
Ah, grenades as cover removal. That's a great idea. I usually bring one rookie to get a level on every mission and that may be worth the danger of no nano-fiber. hmmmmm.
Yeah, it's not challenging as you like precisely because you're not playing classic, which is named as such for a reason.
I had to just choose a different mission instead of my first very difficult. I tried it a couple of times by loading. But before carapace armor a mission with 9 thin men and 4 floaters just wasn't possible unless they all got in fireball formation in front of my heavy. And they didn't.
And failing that mission is why I lost Mexico in the first month. Though personally, I blame the drug cartels.
And the shredder rocket is simply amazing for turning the tide on cyberdiscs. The extra damage I got from it pushed my laser weapons that little bit to make the difference between it surviving and being repaired, to being instantly destroyed. Can I say that a Cyberdisk on a downed UFO is a really shitty surprise? Because it is, almost killed pinky the support!
Anyways, lucky "this could have gone terribly" story from last night:
Doubly annoying when you have that Officer Training that makes all Rookies promoted to Squadies. You hire like 6 new guys. They arrive, 4 snipers and two freaking Support. Well, that was a waste of money.
Though don't get me wrong, I love snipers. They become unbelievable killing machines when you level them up. Seriously, my sniper can target any enemy anyone in my squad see. Has a base (base mind you!) to hit chance of like 70-75% unless the enemy is behind full cover then it is like 55%. Gains 100% hit chance on enemies if they are lower elevation then them. Does not receive a penalty for a Reaction Shot. Can kill an enemy that is flanked or not in cover without wasting a turn! I had my sniper take out six mutons by herself! It was glorious. Only problem is that it takes awhile to level them up enough to where they are that badass. They kind of remind me of Wizards in Baldur's Gate. Totally crappy in the beginning, but after some levels they become whirlwinds of death.
The other classes (IMHO) feel more immediately useful then the sniper does.
Carapace armor for all and my rookies carry S.C.O.P.E.s and Light Plasma Rifles. As you say S.C.O.P.E.s add +10 aim, but so do Light Plasma Rifles! Not sure about the other Plasma weapons though.
If by "a hero" you mean "by getting ruthlessly annihilated by the Alien Seal Team Six," then yes, you were very heroic.
Carapace armor is excellent for the survivability of your soldiers, but puny bullets just don't compare to white-hot plasma. Next time I'm getting those laser rifles as soon as possible.
Grenades are cool and all, but I have started to prefer doing flanking runs with my rookies and the extra aim from the scopes helps a lot in taking down the early sectoids/thin men. Remember, a scope negates half off of light cover and you use it more than once.
I do like grenades, I really do, but my current run with the SCOPE/vest setup is the best run so far.
Port-A-Potties demonstrate the tactical difference between cover and concealment.
@Celebrim - You are a valued member of our team, but the medical staff is concerned by your apparently insatiable urge to place yourself in the line of fire. Yes, you have a nice pistol and you know how to use it, but we have enough people willing to kick in doors. Please remember your Scout/Sniper training when you get out of the dispensary.
I was so pissed off when you died, @Tef. You were the best medic earth had ever seen.
Penny Arcade Rockstar Social Club / This is why I despise cyclists
So I (eventually) restarted on Normal Ironman and it feels a good bit fairer. I think I'd rather see what the whole game has to offer first and save the crazy for later.
Though the first time I saw an Outsider and started to panic only for my Sniper on overwatch to pop him in the head was awesome!
I'm either a zombie, or notoriously hard to kill.
Yeah, I like that myself. It lets a Sniper move and kill a Sectoid, while still being able to take squad sight.
Only problem is it wasn't even on my own console, so I have to do it all again! Not that I mind, I already saw some early mistakes I want to correct like investing in more satellites earlier.
Is that the one you can get instead of the elevation perk? I can see that being good. Cause honestly, right now I don't often get use out of the elevation bonus on my sniper. And she definitely has to use the pistol every mission. (If even just for overwatch while moving forward)