The new forums will be named Coin Return (based on the most recent
vote)! You can check on the status and timeline of the transition to the new forums
here.
The Guiding Principles and New Rules
document is now in effect.
[XCOM]: Tactical Breach Wizards: Defenestration
Posts
I don't remember ever losing a unit to headshots out of the blue in Battletech. Units dropping to head damage were usually already running out of armor and missing parts and they were probably going to die somehow.
Also, in Battletech defeat on the battlefield isn't always immediate loss of the unit from the campaign.
Theres ways to do it, though. In Daemonhunters, the chance to hit is 100% provided you have a firing angle. Cover, distance, and other factors reduce the damage (potentially right down to zero), not the chance to hit, and armor makes the first couple damage per turn not count. So where Xcom has a 25% chance to do 100% damage, Daemonhunters would have a 100% chance to do 25% damage.
In Battletech it's got both, different effects of loadouts and positioning can mitigate both damage and chance, with a feature of trying to soak damage you can't avoid in easily replaced armor.
The way the games get there is different, but in all three systems the main objective is to use positioning, abilities, and loadout to control damage, with some type of time/resource penalty in the strategic intermission game for what gets through.
Switch: SW-1493-0062-4053
I definitely just did a mission where the actual difficulty was way harder than advertised, two pilots got killed.
That’s actually deliberate - the mission difficulty has a chance to outright lie to you due to bad intelligence.
That’s what the withdraw button is for. The problem is the playerbase didn’t like that and just thought such missions were bugged, and it drew a lot of complaints, rather than just click Withdraw.
I like it. I'm one of those niche guys that like all that shit.
Hell I love Long War, I'm basically Evil.
I'm pretty okay with this thread being for all games that people think of as "XCOM but with XYZ."
The big issue with the "Withdraw" button is that people don't know you can withdraw in "good faith" and not get heavily penalized (one kill and one objective fulfilled is all you need); in fact, you'll still get some payout. Instead, people think they'll get stuck with repair costs and major faction penalties, but even a "bad faith" (accomplishing nothing) is a relatively minor hit to faction loyalty (and no reward).
The problem with the difficulty system is that it doesn't matter if its working as intended because it feels like a glitch or a bug. They should really give you an estimate on the strength of their intelligence and it should mean something, and it would be real easy. Low confidence means a swing of plus or minus and entire skull, medium confidence means half a skull in either direction, and high confidence means no shift. Because the fact is that people don't like just pulling out of a fight, they want to fight it out and win. The risk should be more up-front or clear.
I usually go by "Troubleshooter" or "Troublechuter" online, so much so that I forget it isn't my name here too and this series of posts was very confusing at first.
Switch: SW-1493-0062-4053
I don't think it's out of line, really. Certainly makes it more epic.
Now that I think about it, though, there's nothing that tells you that you need at least 8 marines for the final encounter... I never had a problem with it because I naturally fixed up and filled my barracks as the game went on.
Did you not have 8 knights to field?
Switch: SW-1493-0062-4053
That's fair enough. I tend to spread XP around and experiment with team builds, so while not every knight I sent to the final mission was max level, they were all at least level 7, and had complete enough builds to do the jobs I needed them for.
Yeah once a marine hits level 9, unless I need a ringer to look after some newbs, they're benched until the big story missions. Gotta make sure that XP isn't going to waste. It's also fun to level up lots of characters (especially the Chaplains, Librarians, Paladins, and Purifiers you can't get at the start) and see how various builds work.
EDIT: finale
EDIT 2: Wait you skipped over gear? What were you using requisitions on?
please prune pings
The secondary site was a bit of a disaster but arguably letting wounded enemies through isn't a big deal, they spawn far away on the other side and were giving WP to my healer.
Strongest dudes definitely need to be team 1, and teleporter melee interceptor was the carry. 70% critrate to turn 6dmg into 13dmg with a 75% chance to get an AP and 75% to get a WP, though the boss has crit negation
Steam profile.
Getting started with BATTLETECH: Part 1 / Part 2
Yeah, I got to the point where I was only picking up rank 3 gear and only if it wasn't total garbage. Like I had a pretty good stockpile of options in some categories while others I basically had nothing outside of starting equipment.
Switch: SW-1493-0062-4053
I absolutely tried to hoard the following:
Knockback weapons, because punting enemies off ledges is life itself. Also halberds with this are hilarious for frustrating melee daemons.
Bonus grenade/servo skull armor, because getting an apothicary, purgator, or purifier specced for consumables can lead to very fun situations where you don't need Exterminatus; you can purge the unclean all on your own, thanks.
Willpower boosting items, because Librarians and Paladins need a lot of juice, but honestly everyone benefits from them.
Armor that gives extra gear slots, because a slot is worth a lot of crit, damage, focus, or whatnot based on your other gear.
Tier 3 Empyrian Brain Mines. The lower levels aren't really worthwhile due to changes in the stun game.
I requisitioned a suit of power armor that flat gives +1 AP. SO GOOD. Interceptor got a new name: Blender Boi.
My psycannon Justicar loved the tier 2 terminator armor that ignored weapon range penalties. Used that all the way to the endgame.
Like in a conventional Xcom style game you'd play as an ultra elite squad where every sldier needs to fight like ten and become ubermench as time goes on and in the context of 40k this naturally favors groups like sspace marines because they're a bunch of Giga Chads.
Thing is, if you play Orks, you can really screw with this; You get to field considerably more troops that have a relatively low survivability *but* those that are able to survive enough battles will begin getting more and more screwy gear and equipment that makes you legitimately more interesting as your guys get to be bigger and greener as the campaign goes on with Late game unit being tricked out nobs, Killer kans, wierd boyz, pain boyz and maybe even some mega armor'd nobz.
Hell you can even mix some comedy in there with the player initially squaring off against guardsmen, then space marines and moving on to chaos forces who are interupting your fun; Like you play it up as their being some grand story about the imperium defending some critical gew gaw from an impending chaos incursion and your presence is just a wierd anomaly that everyone else is stuck dealing with while your warboss has zero fucks to give about any of that.
hell yeah
I mean, don't orks eventually get big enough to engage like tanks directly?
According to the wiki the largest one recorded, known as The Beast, was 30 feet tall, smashed titans, and fought Vulkan to a standstill.
Also when there's enough of them civilization just kind of happens. An Ork Xcom would have only one resource: population. You unlock technology as you hit the required population.
Is that like a thousand monkeys on typewriters situation?
Canon offers two explanations, both tied to some kind of psychic gestalt effect.
One explanation is that the more of them there are, the more powerful their collective belief becomes and technology just starts working.
The more complex one is that the technology is minimally sufficient but works on its own without Ork belief, but it was all invented long ago, and their collective psychic effect gives them progressively more access to a kind of archive of species memory.
40k doesn't really do technobabble well and the first one is much more fun.
Or having a space marine drop pod show up with a squad quoting the adeptus astartes and your Nob interrupting him with a stickbomb.
Like just have a fucking blast.
Break the mold? Orks? Racism!?
I have just managed to get enough knights and castle resources that I can afford to sideline some for healing each mission, but this sucks when it's Mordred on the sidelines...for two reasons.
1. Mordred is the best tank and it isn't close.
2. The game assumes Mordred is present in character interaction, so you hear his dialog even if he's not there.
So far Lady Dindraine has been the standout team member with her archery, though she's a bit of a god botherer for my taste (I'm going for Pagan/Tyrant alignment because... Mordred).
Jury is still out on whether this is an XCOM or not. The missions themselves feel kinda like exploring maps in Baldur's Gate. Most if not all the soldiers are pre-designed Arthurian mythology characters (but there are a lot of them). Not sure if the side missions are random. Events are random. I hear there's a roguelite mode, which bears investigation.
I would play this game for a real long time
I would play this game for a real long time
Fell Seal is free to claim with Prime this month.
It's a really decent FF:Tactics like, with bland art that makes it not stand out at all. I enjoyed it and finished it right on release. Not crazy long if I remember, maybe a 40h experience.
The tactics combat looks a lot closer to FFT, Fire Emblem, or Disgaea (a Tactics RPG) as opposed to the combat of XCOM (Turn-Based Tactical Action Combat). But it also looks like it has way bigger spells and effects. Some of the abilities they show off in the trailer look absolutely huge.
Anyway, the story seems like a fairly generic premise, but the graphics and combat definitely have caught my attention.
https://www.youtube.com/watch?v=16eW4pAJUKU
I actually kinda like ammo use in PP; it makes me feel like a last-ditch rag-tag bunch of post-apocalyptic soldiers, and gives me some tough choices (do I use the powerful shotgun I just found with only one reload, or do I have the lab reverse engineer it, destroying it so I can build more of them, and as much ammo a I can afford?
That said, it was a big adjustment coming over from XCOM, and I would not blame anyone who turned it off.
I wonder if it applies to grenades and rockets... rocket ammo is expensive and heavy for good reason. Probably better if those were limited per mission (like XCOM), not reloadable in-mission.
If I want to fill my backpack with three more rockets and outfit my guy with a rocket launcher and a pistol that's my call.
That's fair. But XCOM doesn't have limited space backpacks, and you have to limit explosives somehow, otherwise you get an 1812 Overture montage of explosions that trivializes encounters.
Phoenix Point DOES let you stuff your backpack with heavy, expensive rockets, which is fun but possibly with an opportunity cost that is too high. My point was that there needs to be a carve-out of the "no ammo" toggle to handle explosives.