Reply
 
Thread Tools Display Modes
  #101  
Old 02-11-2016, 02:21 PM
enalzi is offline
Guest
 
Join Date: Apr 2008
Location: Chicago, IL
Posts: 8,666
Quote:
Originally Posted by SenorBeef View Post
You can get all the benefits of ironman (except maybe an achievement if there is one) by just manually only saving sometimes, but then you need the discipline to actually stick with it.
That's pretty much when I'm doing, although I have reloaded a few times testing out a few new mechanics that I weren't sure how they worked.
  #102  
Old 02-11-2016, 02:32 PM
Kinthalis is offline
Guest
 
Join Date: May 2003
Location: NJ
Posts: 8,089
Quote:
Originally Posted by enalzi View Post
That's pretty much when I'm doing, although I have reloaded a few times testing out a few new mechanics that I weren't sure how they worked.
That's what I meant. Play it as if you were in Ironman mode. Only use it for when a bug creeps up, or maybe an unintended UI miss-click.
  #103  
Old 02-11-2016, 03:06 PM
BeepKillBeep is offline
Guest
 
Join Date: Jul 2014
Location: Canada
Posts: 3,066
Quote:
Originally Posted by Kinthalis View Post
That's what I meant. Play it as if you were in Ironman mode. Only use it for when a bug creeps up, or maybe an unintended UI miss-click.
That's what I do as well. I had my second fatality last night.

R.I.P. Lt. Svein "Nitro" Andersen. Torn apart by two Faceless.
  #104  
Old 02-11-2016, 03:33 PM
enalzi is offline
Guest
 
Join Date: Apr 2008
Location: Chicago, IL
Posts: 8,666
I'm wishing less missions had "Eliminate all enemy targets" as an objective that needs completed, considering the intro of stealth to this game. Maybe make it optional for extra rewards. Like I had a mission to destroy some transmitter. I destroyed it, but then I evac'd before killing everyone because I lost two soldiers and two more were wounded. It went down as a fail even though I completed the primary objective.
  #105  
Old 02-11-2016, 09:32 PM
Unpronounceable is offline
Guest
 
Join Date: Jun 2010
Posts: 809
If you evac instead of killing all the enemies, you don't get their bodies as loot.
  #106  
Old 02-12-2016, 03:35 PM
enalzi is offline
Guest
 
Join Date: Apr 2008
Location: Chicago, IL
Posts: 8,666
Quote:
Originally Posted by Smapti View Post
Upon further experimentation, I believe one of my previous assumptions was wrong - this game does use fixed random number seeds in the same way the previous game did.

Under the standard settings, the game generates a string of d100 rolls at the beginning of every mission which are used to answer hit/miss rolls, in linear order, and this string is retained on reload. If you have a 90% chance to hit a target, and the next roll in order is 91, you will always miss that shot no matter how many times you reload and retry it, unless you take a different shot first and it happens that the next number in line is 89.

I hated that in the first game, and I loved that there was a Second Wave option to disable it. It's ostensibly an anti-save-scumming measure, but it really just encourages a different kind of save-scumming; I know that Squaddie X can't hit on a 67% chance no matter what, so if I can move Squaddie Y into a position where they have a 75% chance to hit, then I'll likely be able to have X take a shot at a 57% chance in the hopes that the next roll is a better one, or if there's an enemy on overwatch, I can force them to take the shot that's doomed to miss so that I can get a better roll on the next shot.
Of course, there's already a mod for that:
http://steamcommunity.com/sharedfiles/filedetails/?id=620450319&searchtext=


Speaking of which, has anyone installed any mods yet? How easy is it?
  #107  
Old 02-12-2016, 04:23 PM
Unpronounceable is offline
Guest
 
Join Date: Jun 2010
Posts: 809
If you're going through Steam Workshop, it's pretty painless. Just subscribe to the mods, and the next time you run the game, there'll be a list of mods to activate or deactivate before you hit "play."

The downside to the mods, is that if you need to deactivate a mod for any reason, you'll probably lose any saves in which it was active.
  #108  
Old 02-15-2016, 04:39 AM
Richard Pearse is offline
Member
 
Join Date: Aug 2001
Location: New Zealand
Posts: 10,629
I am enjoying this very much. I like how they've kept similar concepts to the previous game but adapted them to the new situation (contacting resistance units instead of making satellites for instance.) One question for those here, is there an equivalent of the grey market, and if so how do I access it?
  #109  
Old 02-15-2016, 05:47 AM
Richard Pearse is offline
Member
 
Join Date: Aug 2001
Location: New Zealand
Posts: 10,629
Quote:
Originally Posted by Richard Pearse View Post
I am enjoying this very much. I like how they've kept similar concepts to the previous game but adapted them to the new situation (contacting resistance units instead of making satellites for instance.) One question for those here, is there an equivalent of the grey market, and if so how do I access it?
Never mind, I've found the black market.
  #110  
Old 02-15-2016, 06:36 AM
SenorBeef is offline
Charter Member
 
Join Date: Aug 2001
Location: Las Vegas, NV
Posts: 28,539
Are workshops worth building? Seems like a hassle to clear space and then build stuff in the right order to have an optimal layout, and then you have to staff it with one engineer per 2 gremlins - so at most you're going through a lot of hassle for a net gain of 1-2 engineers.

Also, in general, our entertainment vastly overuses the directive "at all costs", but this game is horrible about it. They basically just mean "this is your primary objective" when they say at all costs. "Protect that relay at all costs!" "Capture that VIP at all costs!" - except if your guys are dying, he'll say "The objective isn't worth it, pull back your troops" - wait, you said this objective was so important that it must be had at all costs, and now we're pulling out because the costs are high? Just verbal spam.
  #111  
Old 02-15-2016, 09:11 AM
enalzi is offline
Guest
 
Join Date: Apr 2008
Location: Chicago, IL
Posts: 8,666
Quote:
Originally Posted by SenorBeef View Post
Are workshops worth building? Seems like a hassle to clear space and then build stuff in the right order to have an optimal layout, and then you have to staff it with one engineer per 2 gremlins - so at most you're going through a lot of hassle for a net gain of 1-2 engineers.
I've gotten to the point where I now have engineers pretty much sitting around doing nothing, with no workshops, so I would say no. It seems like there's not a lot of room and a lot of things to build, that putting in a workshop is low priority.
  #112  
Old 02-15-2016, 09:42 AM
DigitalC is offline
Guest
 
Join Date: Nov 2006
Location: Obamatopia
Posts: 11,350
Eventually you run out of stuff to build and research no matter, that doesn't make the workshop not useful. I consider it a must have and plan my base layout around it.
  #113  
Old 02-15-2016, 10:38 AM
enalzi is offline
Guest
 
Join Date: Apr 2008
Location: Chicago, IL
Posts: 8,666
Am I missing something, or doesn't it just give you an extra engineer that you can only use it certain areas?

Maybe I just got lucky this run through and was able to get a lot of engineers early on.
  #114  
Old 02-15-2016, 11:09 AM
Garula is online now
Guest
 
Join Date: Jul 2007
Location: Bostonia
Posts: 763
I'm also having a hard time seeing the value of workshops. Engineers at the resistance HQ cost around 200~250 supplies, right? The upfront cost of a workshop is about half that, but then there's also the 35 supply upkeep cost and the power requirement as well. After a few months, you would have been better off just buying a new engineer in the first place, it seems. I feel like I must be missing something here.

The mimic beacons have been by far the most useful items of my playthrough so far. They're almost like getting an extra turn.
  #115  
Old 02-15-2016, 11:09 AM
DigitalC is offline
Guest
 
Join Date: Nov 2006
Location: Obamatopia
Posts: 11,350
Quote:
Originally Posted by enalzi View Post
Am I missing something, or doesn't it just give you an extra engineer that you can only use it certain areas?

Maybe I just got lucky this run through and was able to get a lot of engineers early on.
Two extra with the upgrade, and yeah if you get lucky and get a bunch of engineers early it's not quite as good.
  #116  
Old 02-15-2016, 11:41 AM
enalzi is offline
Guest
 
Join Date: Apr 2008
Location: Chicago, IL
Posts: 8,666
I wish I had started a Psy Ops lab sooner, since apparently you just let a soldier sit in it to level up. Next time it's going to be a priority for me.
  #117  
Old 02-15-2016, 01:23 PM
Unpronounceable is offline
Guest
 
Join Date: Jun 2010
Posts: 809
I had two psi-troops along on the final mission. Having a refreshing high-damage AOE that can be aimed beyond line-of-sight was godly. Killed off at least two enemy groups without triggering them. I wish the null-lance was easier to catch multiple enemies, though (or at least you could aim the line-of-effect BEFORE you move.)
  #118  
Old 02-15-2016, 04:25 PM
F.Pu-du-he-pa-as is offline
Guest
 
Join Date: Feb 2010
Location: Hattusas
Posts: 689
I just wanted everyone to know that I successfully completed Operation Stank Knife.

Yes, Stank Knife.

Really.
  #119  
Old 02-15-2016, 04:34 PM
SenorBeef is offline
Charter Member
 
Join Date: Aug 2001
Location: Las Vegas, NV
Posts: 28,539
And then afterwards you played Xcom? Otherwise that seems very inappropriate for this thread.
  #120  
Old 02-15-2016, 04:52 PM
DigitalC is offline
Guest
 
Join Date: Nov 2006
Location: Obamatopia
Posts: 11,350
Quote:
Originally Posted by SenorBeef View Post
And then afterwards you played Xcom? Otherwise that seems very inappropriate for this thread.
Have you not looked at the operation names? Stank knife is not even close to being one of the more inappropriate ones.
  #121  
Old 02-15-2016, 05:27 PM
SenorBeef is offline
Charter Member
 
Join Date: Aug 2001
Location: Las Vegas, NV
Posts: 28,539
I know it's early yet, but what mods are we liking?

Stop wasting my time cleans up a lot of those random pauses you have when animations play. They're not as bad as they were in EU, but there are lots of times where a 6 second animation really should've been a 2 second one. Also gets rid of some annoying Bradford messages.

Evac all
evacuates everyone in the evac zone. Doesn't change gameplay, just stops you from clicking evac 7 times.

Lots of cosmetic mods. Custom facepaints, hats and helmets, more camoflage patterns

Increased squad size

free camera rotation

AWC fix for getting the intended behavior for soldiers who predated your AWC.

There's actually a ton of great stuff already and the game hasn't been out for two weeks.

Last edited by SenorBeef; 02-15-2016 at 05:32 PM.
  #122  
Old 02-15-2016, 11:38 PM
SenorBeef is offline
Charter Member
 
Join Date: Aug 2001
Location: Las Vegas, NV
Posts: 28,539
Okay, base defense missions are ridiculous. I'm on an ironman veteran playthrough and I've gone through my first 8 or 10 missions with only one rookie as a casualty - everyone else came out alive. I run a base defense mission, kill 35 enemies, and lose my best 7 guys - basically wiping me out. I have one corporal and a few squaddies.

If you only had to defend against the massive amount of shit they throw at you, it'd be hard enough. But you have to fight through it and destroy the spike. And reinforcements come every single turn.

Is it better to just wait it out until you've killed every original enemy on the map, and you're only dealing with the reinforcements that come every turn? Or is it better to have one guy haul ass for the objective, destroy it with squadsight snipers, and book out of there? The latter was my plan - but I lost the two rangers and a medic I sent to make a run for it.

Also, valuable lesson: you can't just pile up corpses on the loading bay to recover the weapons. You have to actually be carrying the guys on your back as you lift off.
  #123  
Old 02-16-2016, 12:22 AM
Mosier is offline
Guest
 
Join Date: Oct 2003
Location: Vegas
Posts: 7,613
Quote:
Originally Posted by SenorBeef View Post
Okay, base defense missions are ridiculous. I'm on an ironman veteran playthrough and I've gone through my first 8 or 10 missions with only one rookie as a casualty - everyone else came out alive. I run a base defense mission, kill 35 enemies, and lose my best 7 guys - basically wiping me out. I have one corporal and a few squaddies.

If you only had to defend against the massive amount of shit they throw at you, it'd be hard enough. But you have to fight through it and destroy the spike. And reinforcements come every single turn.

Is it better to just wait it out until you've killed every original enemy on the map, and you're only dealing with the reinforcements that come every turn? Or is it better to have one guy haul ass for the objective, destroy it with squadsight snipers, and book out of there? The latter was my plan - but I lost the two rangers and a medic I sent to make a run for it.

Also, valuable lesson: you can't just pile up corpses on the loading bay to recover the weapons. You have to actually be carrying the guys on your back as you lift off.
I had this mission happen only once, but it was relatively painless. This was what I did on veteran difficulty.

First, make sure your battlefield hacker support, and your psychic, are both on this mission. Use mind control early, and blitz the first few turns.

Scratch that. First, make sure you always complete the "a UFO hunts the Avenger" red mission, prioritizing it above anything else, until you have a battlefield hacker with hacking skill above 100 (but more is better), and a psychic with mind control. Also, it's a good idea to build the defense turret room (I forget what it's called), and staff an engineer in there whenever you see a UFO on the map. That's 4 extra shots a turn!

Use the mind controlled (or hacked) enemy to scout and pull other groups (hopefully one group at a time). Do this with the first move of the turn, without sending any of your people into overwatch. If the rest of your team all has full movement points when the enemies are revealed, you're in a MUCH better position than if you had just clicked overwatch and gotten a few free shots with aim penalties. Overwatch (usually) sucks! Ignore the tutorial! It is absolutely counter-intuitive, but it's true. Use grenadiers for your first shots, to break cover and armor with medium AOE damage. Seriously, grenadiers are so incredibly good.

If you manage to kill a group or two on the first couple of turns without suffering any losses, your advantage starts to steamroll as their numbers stay constant (one group dead, replaced by one reinforcement group that cant shoot the turn it lands) while your numbers keep going up with a new reinforcement every turn. If you don't kill any enemies on the first couple of turns, or if there's still an alien pack visible on the third or 4th turn, you're gonna have a really bad time.

Anyway, with the defense turrets you get from having the correct room built, and with a bit more aggressive strategy (ideally everything should be dead before it gets to shoot, but of course that's rarely how it works out), that mission ends up being much more manageable.
  #124  
Old 02-16-2016, 10:06 AM
DigitalC is offline
Guest
 
Join Date: Nov 2006
Location: Obamatopia
Posts: 11,350
Both times i've had that mission happen they were basically exp farms, but both times it was fairly late game.
  #125  
Old 02-16-2016, 10:14 AM
enalzi is offline
Guest
 
Join Date: Apr 2008
Location: Chicago, IL
Posts: 8,666
I'm getting ready to do my second base defense (whenever that UFO gets me). The last one forced me to restart my campaign. Hopefully this one goes better. I've got the turrets ready and staffed. Also, I think having a specialist with the "heal everyone" ability will help.
  #126  
Old 02-16-2016, 10:48 AM
DigitalC is offline
Guest
 
Join Date: Nov 2006
Location: Obamatopia
Posts: 11,350
Is there a mod to keep your soldiers default outfit when you upgrade armor yet?
  #127  
Old 02-16-2016, 10:52 AM
BeepKillBeep is offline
Guest
 
Join Date: Jul 2014
Location: Canada
Posts: 3,066
I've done the base defense twice now. I find two approaches work well.

1 - Get a concealed ranger with rapid fire in range of the object and blast it.

2 - Get a concealed range to viewing distance of the object, use two sharpshooters to destroy it.

I'm going to be starting a Legend campaign later today. I'm a more than a little scared even though my Commander campaign went very well (2 deaths total)
  #128  
Old 02-16-2016, 11:20 AM
BeepKillBeep is offline
Guest
 
Join Date: Jul 2014
Location: Canada
Posts: 3,066
Quote:
Originally Posted by DigitalC View Post
Is there a mod to keep your soldiers default outfit when you upgrade armor yet?
I started working on one, but I stopped because I'd rather play than build a mod.
  #129  
Old 02-16-2016, 02:45 PM
SenorBeef is offline
Charter Member
 
Join Date: Aug 2001
Location: Las Vegas, NV
Posts: 28,539
Base defenses may be easier later, although I suspect they're never easy, because you have more tools to deal with them. I got one really early on when my best troop with a sergeant and I barely had any equipment upgrades at all. Just brutal.

It started a death spiral. I lost all my guys above squaddie rank, so I had to go into the next mission with a bunch of rookies. In the previous game, you could keep a SHIV or two around for this situation to help level up your rookies. And you could play very carefully and slowly. Neither option are true in this game - you have to throw your rookies aggressively at the target and there's a good chance the whole thing wipes, which is what happened.

So I had to either concede defeat or make an exception to my ironman run to restart a couple of missions. It was either that or start a brand new campaign.

The one single thing I'm not sure I like yet as far as changes from EU/EW to xcom 2 is that it's very hard to fail on the strategic layer. You can definitely fail on the strategic layer in xcom - countries drop out, things get worse for you, leading to more countries dropping out, and game over.

But the Avatar project is too slow, too reversible to give you that sort of loss state. You can wait until it's full, get the 20 day countdown, and then just blow up a facility on the last day, and you'll be fine. So your overall strategic loss state is actually a tactical death spiral. You lose good troops and your lower tier troops are incapable of conducting missions - at least without save scumming. That's how you'll lose now.

I'm not sure I dislike that yet, but it does make the strategic layer feel too easy, to not have a strategic fail state.
  #130  
Old 02-16-2016, 04:41 PM
BeepKillBeep is offline
Guest
 
Join Date: Jul 2014
Location: Canada
Posts: 3,066
I can't remember how early my first Avenger defense mission was but it was pretty early. In fact, I remember thinking "Uh oh, this is not going to be good." On that one I had two sharpshooters and they made quick work of the device. I know the second one was very late. I had a couple of colonels on that one. I also tried to use two sharpshooters on that one but there was no way to get visibility on it as there was a big hill in the way. So on that one I used the ranger at point blank. It was more than a little hairy trying to get him back alive.

Overall, I think the best approach is try to clear that mission as quickly as possible. Granted, I only have two data points so not the best sample size. But when it again I definitely intend to run a concealed ranger up as quickly as possible and get some fire on it.

I prefer the strategic layer in XCOM 2 for the reasons you state. If you would happen to lose everybody you do have the hail mary opportunity to get back into it but succeeding at the tactical layer while at a big disadvantage. In XCOM 1, if the strategic layer got out of hand there was not much you could do at all. I realize though that this is just my own subjective opinion and not objectively true.
  #131  
Old 02-16-2016, 05:10 PM
enalzi is offline
Guest
 
Join Date: Apr 2008
Location: Chicago, IL
Posts: 8,666
Quote:
Originally Posted by SenorBeef View Post

But the Avatar project is too slow, too reversible to give you that sort of loss state. You can wait until it's full, get the 20 day countdown, and then just blow up a facility on the last day, and you'll be fine. So your overall strategic loss state is actually a tactical death spiral. You lose good troops and your lower tier troops are incapable of conducting missions - at least without save scumming. That's how you'll lose now.

I'm not sure I dislike that yet, but it does make the strategic layer feel too easy, to not have a strategic fail state.
The head designer just tweeted to today that they're working on tweaks to the Avatar counter.

Maybe they should have it to where hitting blacksites stops the counter, but the only way to really lower it is to work on story missions. Right now I really don't feel any urgency to complete my quest tasks.
  #132  
Old 02-16-2016, 05:29 PM
SenorBeef is offline
Charter Member
 
Join Date: Aug 2001
Location: Las Vegas, NV
Posts: 28,539
One thing I'd like to see them add to the game in an expansion (or maybe a mod) is the ability to manually plan ambushes. The ambush system is pretty fun, and great when it works out, but I want to be able to queue up multiple actions to launch simultaneously. Maybe I have two grenadiers watching two seperate groups of aliens - currently I can only have one of them launch a grenade and the other has to take a standard shot in overwatch - but it would be nice to have the ability to tell them both to launch grenades into both groups and have it be executed simultaneously. It'd make setting up an ambush more fun.
  #133  
Old 02-16-2016, 05:35 PM
BeepKillBeep is offline
Guest
 
Join Date: Jul 2014
Location: Canada
Posts: 3,066
That would be very cool!
  #134  
Old 02-16-2016, 06:18 PM
SenorBeef is offline
Charter Member
 
Join Date: Aug 2001
Location: Las Vegas, NV
Posts: 28,539
There's a dark event that puts faceless on random missions. I think this actually works to your advantage - faceless typically aren't too hard to kill, and you can farm those sweet sweet mimic beacons, which are probably the most powerful single item in the game.
  #135  
Old 02-16-2016, 06:22 PM
BeepKillBeep is offline
Guest
 
Join Date: Jul 2014
Location: Canada
Posts: 3,066
Yeah I hope mimic beacons get a bit of a nerf. They're too strong in my view. For my next campaign, I'm houseruling no more than one per mission.

I might try to mod it so that they get destroyed like the overdrive serum on use. That would make them much more limited, while still be powerful.
  #136  
Old 02-16-2016, 06:23 PM
BeepKillBeep is offline
Guest
 
Join Date: Jul 2014
Location: Canada
Posts: 3,066
Although it was on such a mission that I lost Lt Andersen. Two faceless popped up and ripped him apart. Stupid Faceless.
  #137  
Old 02-16-2016, 06:27 PM
SenorBeef is offline
Charter Member
 
Join Date: Aug 2001
Location: Las Vegas, NV
Posts: 28,539
The mimic beacon seems to act like a taunt - aliens will attack it even if it's a poor target. I've seen aliens leave an exposed target in front of them to run back and attack the beacon. That's what makes it overpowered.

What it should do is simply register to the alien as another x-com soldier, and they should apply whatever logic they use to decide who to attack to it. That way you can still use it in a tactically intelligent fashion - making it an easy target for the aliens you want to distract most - without being kind of a ridiculous "taunt everyone" command. That would still allow instances where you couldn't use a beacon to save one of your guys that's very exposed - the aliens would still attack the real guy if he was the easier target.
  #138  
Old 02-16-2016, 06:30 PM
BeepKillBeep is offline
Guest
 
Join Date: Jul 2014
Location: Canada
Posts: 3,066
I couldn't agree more. They cluster all around it making them a prime grenade target or even just for a series of flank shots since often they won't even bother going for cover or good cover. It really puts the enemy into stupid mode. I try not to use them unless I'm in real serious trouble because it does diminish the fun a little.
  #139  
Old 02-16-2016, 06:51 PM
Kinthalis is offline
Guest
 
Join Date: May 2003
Location: NJ
Posts: 8,089
Shut up guys! They'll nerf them!
  #140  
Old 02-16-2016, 10:03 PM
Ike Witt's Avatar
Ike Witt is online now
Charter Member
Charter Member
 
Join Date: Aug 1999
Location: Lost in the mists of time
Posts: 15,581
Anyone else finish the single player game?

SPOILER:
Seems to indicate a Terror From the Deep follow up..

Last edited by Ike Witt; 02-16-2016 at 10:04 PM.
  #141  
Old 02-16-2016, 10:09 PM
Unpronounceable is offline
Guest
 
Join Date: Jun 2010
Posts: 809
Quote:
Originally Posted by SenorBeef View Post
The mimic beacon seems to act like a taunt - aliens will attack it even if it's a poor target. I've seen aliens leave an exposed target in front of them to run back and attack the beacon. That's what makes it overpowered.
They preferentially attack rangers with Untouchable active, as well - so I think it's probably intentional.
  #142  
Old 02-17-2016, 04:36 PM
SenorBeef is offline
Charter Member
 
Join Date: Aug 2001
Location: Las Vegas, NV
Posts: 28,539
Hotfix today which fixes some crashes.

What they should do with the Avatar project is to give the aliens some sort of buff, or you some sort of debuff, depending on the progress bar. So if you have a high Avatar progress, it doesn't end the game suddenly, but the enemy can call in more reinforcements. Or maybe your purchases cost more. Or something like that.

So you'd still have an incentive for keeping it low, but it wouldn't suddenly end the game.
  #143  
Old 02-17-2016, 05:03 PM
Unpronounceable is offline
Guest
 
Join Date: Jun 2010
Posts: 809
It doesn't suddenly end the game. When it fills up, it goes to a 21-day countdown, instead.
  #144  
Old 02-17-2016, 05:07 PM
enalzi is offline
Guest
 
Join Date: Apr 2008
Location: Chicago, IL
Posts: 8,666
Quote:
Originally Posted by SenorBeef View Post
Hotfix today which fixes some crashes.

What they should do with the Avatar project is to give the aliens some sort of buff, or you some sort of debuff, depending on the progress bar. So if you have a high Avatar progress, it doesn't end the game suddenly, but the enemy can call in more reinforcements. Or maybe your purchases cost more. Or something like that.

So you'd still have an incentive for keeping it low, but it wouldn't suddenly end the game.
Or maybe make more Dark Events appear. When it's just starting, there's only one dark event, which you can prevent. Then it goes to two, to three, on and on.
  #145  
Old 02-17-2016, 05:08 PM
BrianJ is offline
Guest
 
Join Date: Apr 2004
Posts: 722
Quote:
Originally Posted by Unpronounceable View Post
It doesn't suddenly end the game. When it fills up, it goes to a 21-day countdown, instead.
Does the game end when that runs out?
  #146  
Old 02-17-2016, 05:48 PM
Unpronounceable is offline
Guest
 
Join Date: Jun 2010
Posts: 809
Not sure. Haven't let it happen. My understanding is that it does.
  #147  
Old 02-17-2016, 06:59 PM
Mekhazzio is offline
Guest
 
Join Date: Dec 2000
Posts: 1,017
Quote:
Originally Posted by SenorBeef View Post
What they should do with the Avatar project is to give the aliens some sort of buff, or you some sort of debuff, depending on the progress bar.
I was expecting lower-powered proto-Avatars to start showing up in missions.
  #148  
Old 02-18-2016, 12:12 AM
SenorBeef is offline
Charter Member
 
Join Date: Aug 2001
Location: Las Vegas, NV
Posts: 28,539
Having a severe shortage of elerium cores this run. I forgot to take the upgrade that doubled loot drops early on. I've only had 2 or 3 of them and I'm past the midway point. So I've got some tracer rounds, and two special grenades, and that's it. Been tough to get by with no experimental equipment.

Does using explosives on someone destroy any loot they're carrying, or just killing them with explosives? I've been using plenty of explosives and so perhaps that's affecting the drop rate, but I just killed a sectopod after blasting it with grenades and it dropped some gear. So I'm not sure.
  #149  
Old 02-18-2016, 01:25 AM
Garula is online now
Guest
 
Join Date: Jul 2007
Location: Bostonia
Posts: 763
I had one of those avenger defender missions. At this point in the game, though, I'm pretty sure I could hold out against the reinforcements pretty much indefinitely. I killed about 40 aliens and had a gatekeeper dominated with a legion of psi zombies when I decided to just bail. Would reinforcements eventually have stopped coming or could I have kept the shooting gallery going forever?
  #150  
Old 02-18-2016, 07:58 AM
oft wears hats is offline
Guest
 
Join Date: Apr 2006
Location: AUS
Posts: 1,975
Quote:
Originally Posted by BrianJ View Post
Does the game end when that runs out?
It starts a timer, presumably the game ends if the timer expires. My first hit was 16 days, the second was 12. I don't plan on giving them a third. I figure they probably continue decreasing with each subsequent fill up.
Reply

Bookmarks

Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is Off
HTML code is Off

Forum Jump


All times are GMT -5. The time now is 02:08 AM.

Powered by vBulletin® Version 3.8.7
Copyright ©2000 - 2020, vBulletin Solutions, Inc.

Send questions for Cecil Adams to: cecil@straightdope.com

Send comments about this website to: webmaster@straightdope.com

Terms of Use / Privacy Policy

Advertise on the Straight Dope!
(Your direct line to thousands of the smartest, hippest people on the planet, plus a few total dipsticks.)

Copyright 2019 STM Reader, LLC.

 
Copyright © 2017