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- Sep 5, 2019
Only until I get bannedAre you the most autistic person on KF?
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Only until I get bannedAre you the most autistic person on KF?
Only until I get banned
That's the reason why I like the new XCOM games (Enemy Unknown far more than XCOM 2). Sure, sometimes I'm in the mood for a lot of complexity and micromanagement and then I go back and play UFO Defense (or TFTD if I'm feeling particularly masochistic), but when I'm not in that mood the old games feel... I think fussy would be the best way to describe them. Because they expect you to realistically prepare, but they don't give you a realistic setting to play with, and punish you for it regardless.Yes, but-
There are problems with arguing about simulation over gameplay. I know this sounds obvious, but people only like realism when it suits them. Would a soldier go into the field without ammo and never mention it to anyone? Would an unarmed dropship land in the middle of a group of hostiles when they could land just down the street and have the men walk? (Like how EU does it.) Why can't you call in air support? Why can't you look out the window of the dropship to get general layout of the land while on approach? Is suppression in the game? Melee combat? All these things should be options in a simulation.
But I'm not arguing for that stuff to be in the game. I bring it up because of all the flaws and abstraction, I think an option to not get destroyed first turn of the first combat would be nice. It's like how Fallout 2 starts off with that temple dungeon everybody hates.
I stick to newer games. Not just Enemy Unknown, but UFO:AI and UFO Afterlight. At least in those games I have the chance to figure out what the buttons do before my men get massacred. Maybe I should read the manual if I ever do play UFO again. Maybe it was just bad luck or younger me was an idiot.
Naga waifu is best waifu.I would like to point out that Chimera Squad had the balls to canonize viper brothels.
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Those missions are on the low end of the starting spectrum. I mentioned the Crackhouse mission in the LP thread because not only was that where the game grabbed me, but its also indicative of the majority of the early missions.Oddly enough, the lets play of Xpirates I watched, the early game has you fighting 4 delivery guys armed with sticks, and another mission was recusing a character from a giant cockroach.
Its all that and more.xpirates looks like a 90s feverdream I could've had when I was playing way too much enemy unknown/defense.
Stop using half cover and don't dash unless you're absolutely sure it's safe/necessary. Use overwatch for people you're pretty sure aren't exposed, hunker down for those that might be exposed, and don't bring tired people on missions unless you want them to panic or get mind controlled. Also, remember you can lose a level and retreat if absolutely necessary.That or I'm just a scrub and shouldn't play these games.
That's part of the problem. Half cover is useless due in part to enemies on Classic+ getting an additive +10% to hit. Iirc the enemies get more health, your soldiers get less. I've seen difficulty mods that remove those bonuses and just have the AI changes, though I don't know if they work.Stop using half cover and don't dash unless you're absolutely sure it's safe/necessary. Use overwatch for people you're pretty sure aren't exposed, hunker down for those that might be exposed, and don't bring tired people on missions unless you want them to panic or get mind controlled. Also, remember you can lose a level and retreat if absolutely necessary.
Phoenix Point was okay. It was by no means bad and appreciate the features like the vehicles and the better aiming system, but I still prefer XCOM 2: War of the Chosen. I haven't played the Year One edition yet.Any Kiwis around who actually played it and would like to share their experiences with that one? Any memorable moments? Did the Year One edition improve it in any way?
That one feels a bit more like a Tactics-style game. You have a main character as opposed to a X-COM-style squad of nobodies. Or am I getting that wrong and that's just the tutorial?On a different note, does Othercide count as an XCOM derivative? It's basically XCOM meets Claymore written and directed by H.P. Lovecraft. And I love it.
This sounds very intriguing. Thank you for mentioning that.It's basically XCOM meets Claymore written and directed by H.P. Lovecraft. And I love it.
You play as the "Mother" in the tutorial mission. She then later becomes something akin to a "mission control" while you use "daughters" that are germinated from her blood.That one feels a bit more like a Tactics-style game. You have a main character as opposed to a X-COM-style squad of nobodies. Or am I getting that wrong and that's just the tutorial?
Here's a summary of my experience:This sounds very intriguing. Thank you for mentioning that.
I played the base XCOM2 without any mods, and from what I can tell of AI improvements, the mods have made the enemies smarter in WOTC. I found in my base game playthrough that most enemies would try to get closer to you if it meant that they had a better shot, regardless of cover or your units' position; since I threw in the patches, they've been much more prone to sit in heavy cover and plonk away from a far distance. The stun lancers have also become more prone to actually firing their gun rather than trying to run through no-man's land to tickle someone.I've seen difficulty mods that remove those bonuses and just have the AI changes, though I don't know if they work.
I might enjoy that for the challenge, but something more "fair" would be the Second Wave mods. I have the stats of my soldiers as well as enemy soldiers randomized, so it is that I both have a handful of naturally-beefy boys (who still get gibbed in 2-3 shots outside of cover) and the enemy has shieldbearers with like 5 armor and 7 health in the early game. One brief campaign playthrough, this gave the Nostalgia Critic such low will that he would immediately panic if anyone took any damage - it adds to the natural storytelling, imo.Half cover is useless due in part to enemies on Classic+ getting an additive +10% to hit. Iirc the enemies get more health, your soldiers get less.
There's a mod that makes grenades and especially rockets far less accurate, which makes this tactic far less reliable. I've always been bothered by explosives being guaranteed hits/damage, so I would recommend this one even if you want to keep things otherwise the same.They added timers to most missions to reduce the overwatch creep, but the grenade spam tactics still work (lure the enemy to destructible cover, grenade it and then focus fire once it's exposed).
No real way around that one, although I will say that it helps to have an expanded class arrangement like Long War. I don't know exactly which one I grabbed, but it extends the number of classes to 8, offers 3+ choices per tier with the ability to spend squad points to get them even more abilities, and broadly rebalances some of the more busted shit to later tiers. In the base game it takes forever to get psionics going, but you can get lucky and have a psi op get domination out the gate and trivialize a lot of encounters with it. Psi ops are a base class in whatever mod I have, but they're basically just rookies with a few tricks until they've significantly upgraded themselves.There's also optimal builds and tech tree progression
I'm not so sure about that to be honest. I'm probably the biggest fan of Laser Squad on this website and I still haven't played it once. I just downloaded the music circa 2013 and have had that theme song stuck in my head since. I guess I'll try it out at some point fairly soon just to say I did, I'll let the thread know if I do.Also, if I were going to be perfectly honest, this thread would be titled "Laser Squad and its derivatives", but that game got completely overshadowed by its spiritual successor, X-COM.
I will always advocate the Mechatronic Warfare mod. Having SPARKs be as useful as nuCOM 1's MECs, and sooner, is just too good to pass up. In fact, the mod is probably busted as shit in the player's favor, but I don't give a fuck - I just want my big stompy robot to saunter over and ram its fist so far down the Warlock's throat that he'll be shitting gears for a month (because he rolled Weak to Melee, also fuck him) and not instantly die in the attempt.I played the base XCOM2 without any mods, and from what I can tell of AI improvements, the mods have made the enemies smarter in WOTC. I found in my base game playthrough that most enemies would try to get closer to you if it meant that they had a better shot, regardless of cover or your units' position; since I threw in the patches, they've been much more prone to sit in heavy cover and plonk away from a far distance. The stun lancers have also become more prone to actually firing their gun rather than trying to run through no-man's land to tickle someone.
I might enjoy that for the challenge, but something more "fair" would be the Second Wave mods. I have the stats of my soldiers as well as enemy soldiers randomized, so it is that I both have a handful of naturally-beefy boys (who still get gibbed in 2-3 shots outside of cover) and the enemy has shieldbearers with like 5 armor and 7 health in the early game. One brief campaign playthrough, this gave the Nostalgia Critic such low will that he would immediately panic if anyone took any damage - it adds to the natural storytelling, imo.
There's a mod that makes grenades and especially rockets far less accurate, which makes this tactic far less reliable. I've always been bothered by explosives being guaranteed hits/damage, so I would recommend this one even if you want to keep things otherwise the same.
No real way around that one, although I will say that it helps to have an expanded class arrangement like Long War. I don't know exactly which one I grabbed, but it extends the number of classes to 8, offers 3+ choices per tier with the ability to spend squad points to get them even more abilities, and broadly rebalances some of the more busted shit to later tiers. In the base game it takes forever to get psionics going, but you can get lucky and have a psi op get domination out the gate and trivialize a lot of encounters with it. Psi ops are a base class in whatever mod I have, but they're basically just rookies with a few tricks until they've significantly upgraded themselves.
Isn't there a mod that removes that absolute bullshit? Free reactions are an absolute disaster for action-based mechanics like XCOM. Imagine fighting a boss in a TTRPG who got to pull off some bullshit every time a PC moved.Yeah, it means they get their bullshit reaction turns every time ADVENT moves
There's one that simply gives the Chosen like 3-4 moves in a row alongside one that significantly reworks the alien bosses, giving them reaction moves on every offensive turn-ending action, a chance to react to non-offensive actions, and no chance of getting a reaction on moves or something -- all of which I think you can tweak, including the percentages.Isn't there a mod that removes that absolute bullshit? Free reactions are an absolute disaster for action-based mechanics like XCOM. Imagine fighting a boss in a TTRPG who got to pull off some bullshit every time a PC moved.