Welcome, Guest. Please login or register.
July 28, 2025, 08:44:44 PM

Login with username, password and session length

Search:     Advanced search
we're back, baby
*
Home Help Search Login Register
f13.net  |  f13.net General Forums  |  Gaming  |  Topic: Pissed about an X-Com FPS? Firaxis hears ya... 0 Members and 1 Guest are viewing this topic.
Pages: 1 ... 27 28 [29] 30 31 ... 38 Go Down Print
Author Topic: Pissed about an X-Com FPS? Firaxis hears ya...  (Read 356026 times)
Ruvaldt
Terracotta Army
Posts: 2398

Goat Variations


Reply #980 on: October 26, 2012, 11:42:58 AM

I just give my assaults laser/plasma rifles.  Shotguns are awesome if they can get close enough, but their flanking abilities are spectacular with Run and Gun and a longer ranged weapon.  If I do give them a shotgun I do it on alien base missions and the like because I know there'll be more close quarter stuff.

"For a long time now I have tried simply to write the best I can. Sometimes I have good luck and write better than I can." - Ernest Hemingway
Merusk
Terracotta Army
Posts: 27449

Badge Whore


Reply #981 on: October 26, 2012, 11:58:11 AM

Same here.  Unless it's a known close-quarter situation a shotgun is wasted ammo & action, IMO.  Fucking things can't even hit across the big room in a battleship, much less a wider office space.

Is it nice when you crit and one-shot a Muton Elite or Berserker? Yes, but that's rare enough that I'm ok losing it or - at the very least - only having one Sotgunner who sticks around my long-range people for close-quarter work.

Jeff - You described why I built at least one of my heavies to be Supression/ fire-support machines.  Holo Targeting, Supression and Double-radius skill = "I can't hit you, but you ain't moving and everyone gets free SCOPE.
« Last Edit: October 26, 2012, 12:01:34 PM by Merusk »

The past cannot be changed. The future is yet within your power.
Ingmar
Terracotta Army
Posts: 19280

Auto Assault Affectionado


Reply #982 on: October 26, 2012, 12:04:58 PM

I tried holo-targeting out but I just can't justify taking it over shooting twice. With the power of late game heavy weapons being able to fire them twice always seems to result in higher damage output than holo-targeting, largely because nobody else was going to miss anyway.

The Transcendent One: AH... THE ROGUE CONSTRUCT.
Nordom: Sense of closure: imminent.
eldaec
Terracotta Army
Posts: 11844


Reply #983 on: October 26, 2012, 12:06:00 PM

I found I could switch my assaults to shotguns at Major or Colonel. Fully developed aim gives them a few extra squares they can hit.

Before that you have to get so close that you should be using an arc thrower anyway.

"People will not assume that what they read on the internet is trustworthy or that it carries any particular ­assurance or accuracy" - Lord Leveson
"Hyperbole is a cancer" - Lakov Sanite
Fabricated
Moderator
Posts: 8978

~Living the Dream~


WWW
Reply #984 on: October 26, 2012, 12:12:40 PM

I still haven't bought this game but I've been watching a playthrough on youtube to see if I want to...the guy is running 2 heavies, 1 sniper,  1 support, and 2 assaults (one with psionics later), and his heavies are fucking obliterating everything at the end with the heavy plasma guns. The Sniper was flat out broken however; he got a jet pack for the sniper which apparently only uses fuel if you move...so the sniper would just float in the air, and the instant anyone spotted aliens he'd immediately pick two of them off one-shot apiece and continue to pretty much get at least 1 kill every round he got provided he wasn't reloading. The heavies sort of baited out the enemies and would at least half-kill anything they fired at. The assaults didn't get to do much outside of grenade throwing and the guy with psionics using a barrier to lower damage done to the group.

"The world is populated in the main by people who should not exist." - George Bernard Shaw
Ruvaldt
Terracotta Army
Posts: 2398

Goat Variations


Reply #985 on: October 26, 2012, 12:17:54 PM

My best sniper with In the Zone killed a cyberdisc, a drone and two chrysalids in a single turn on a Terror mission.  Snipers are all kinds of broken...and tremendously fun.

"For a long time now I have tried simply to write the best I can. Sometimes I have good luck and write better than I can." - Ernest Hemingway
Miasma
Terracotta Army
Posts: 5283

Stopgap Measure


Reply #986 on: October 26, 2012, 12:28:35 PM

I still haven't bought this game but I've been watching a playthrough on youtube to see if I want to...the guy is running 2 heavies, 1 sniper,  1 support, and 2 assaults (one with psionics later), and his heavies are fucking obliterating everything at the end with the heavy plasma guns. The Sniper was flat out broken however; he got a jet pack for the sniper which apparently only uses fuel if you move...so the sniper would just float in the air, and the instant anyone spotted aliens he'd immediately pick two of them off one-shot apiece and continue to pretty much get at least 1 kill every round he got provided he wasn't reloading. The heavies sort of baited out the enemies and would at least half-kill anything they fired at. The assaults didn't get to do much outside of grenade throwing and the guy with psionics using a barrier to lower damage done to the group.
Could I get a link to that?  I usually buy a game if everyone is this pleased with it but this just feels like the type of thing that would frustrate and enrage me.
Ruvaldt
Terracotta Army
Posts: 2398

Goat Variations


Reply #987 on: October 26, 2012, 12:31:25 PM

Can't it be both?

"For a long time now I have tried simply to write the best I can. Sometimes I have good luck and write better than I can." - Ernest Hemingway
Merusk
Terracotta Army
Posts: 27449

Badge Whore


Reply #988 on: October 26, 2012, 12:43:39 PM

Flush works wonderfully on Assaults to keep them useful in awkward situations and I get the feeling some people avoid it thinking that Rapid Fire is better.  The Aim penalty means I've always missed on the Assault I took it with so screw that.  Flush seems to have an aim bonus to compensate for the measly damage you do with it.  (I've had 100% flushes on 70% fire targets)  It's a set-up skill, not a kill skill.

I get the double-fire on heavies but - as mentioned - their aim is always so abysmal that I'm missing with at least one.  Plus, in my first game the heavy plasma weapon came so late as to be useless.  I didn't get around to finishing research for it until shortly before the Temple run, just after I'd picked-up the blaster launcher.

The past cannot be changed. The future is yet within your power.
Fabricated
Moderator
Posts: 8978

~Living the Dream~


WWW
Reply #989 on: October 26, 2012, 01:05:25 PM

I still haven't bought this game but I've been watching a playthrough on youtube to see if I want to...the guy is running 2 heavies, 1 sniper,  1 support, and 2 assaults (one with psionics later), and his heavies are fucking obliterating everything at the end with the heavy plasma guns. The Sniper was flat out broken however; he got a jet pack for the sniper which apparently only uses fuel if you move...so the sniper would just float in the air, and the instant anyone spotted aliens he'd immediately pick two of them off one-shot apiece and continue to pretty much get at least 1 kill every round he got provided he wasn't reloading. The heavies sort of baited out the enemies and would at least half-kill anything they fired at. The assaults didn't get to do much outside of grenade throwing and the guy with psionics using a barrier to lower damage done to the group.
Could I get a link to that?  I usually buy a game if everyone is this pleased with it but this just feels like the type of thing that would frustrate and enrage me.
http://www.youtube.com/playlist?list=PLHQyGGzRHYIZw9TrPbMHKoDLhtcstj08z&feature=plcp

The guy is actually pretty not obnoxious for a youtube LPer, maybe I just like his accent, which I can't really place. He's doing a classic ironman run right now; this is a normal run.

"The world is populated in the main by people who should not exist." - George Bernard Shaw
Ratman_tf
Terracotta Army
Posts: 3818


Reply #990 on: October 26, 2012, 04:44:42 PM

Flush works wonderfully on Assaults to keep them useful in awkward situations and I get the feeling some people avoid it thinking that Rapid Fire is better.  The Aim penalty means I've always missed on the Assault I took it with so screw that.  Flush seems to have an aim bonus to compensate for the measly damage you do with it.  (I've had 100% flushes on 70% fire targets)  It's a set-up skill, not a kill skill.

I found flush to be pretty unreliable. You can flush an enemy out into the open, or drive it further into cover. Not sure if rapid fire is any better choice though, for the reasons you mention.



 "What I'm saying is you should make friends with a few catasses, they smell funny but they're very helpful."
-Calantus makes the best of a smelly situation.
Ingmar
Terracotta Army
Posts: 19280

Auto Assault Affectionado


Reply #991 on: October 26, 2012, 04:50:18 PM

Mathematically rapid fire should be a pretty large damage increase under most circumstances. There's only a pretty small band of hit % where the -15% chance will make shooting twice bad.

The Transcendent One: AH... THE ROGUE CONSTRUCT.
Nordom: Sense of closure: imminent.
Tannhauser
Terracotta Army
Posts: 4436


Reply #992 on: October 26, 2012, 04:54:03 PM

Does anyone have a certain squad member who can't HIT JACK SHIT?  I have Col. Popov, the proud owner of missing a 95% and two reaction shots against a berserker.  If he wasn't psychic I'd give his gear to a rookie.  No idea how he made colonel.  He makes me want to punch kittens.
lamaros
Terracotta Army
Posts: 8021


Reply #993 on: October 26, 2012, 06:50:25 PM

Just on the Heavies again: if movement speed and aim are the reasons you don't like them I can only assume you're playing normal or easy. Rockets hit at 90% and are most of the heavy kills. LMGs also do more damage early on, which is quite handy on the tough difficulties. (this is also why you get assaults with shotguns early - you need the crit for one shot kills and can't flank wide because the whole map is enemies.)

On a tough difficulty you will get at least two kills per rocket early on, and you will wish you had more rockets. Later game all your heavies will have scopes and will destroy mechs.

Rapid fire is way batter than flush. Most perk choices have one that is way better.
« Last Edit: October 26, 2012, 06:51:59 PM by lamaros »
koro
Terracotta Army
Posts: 2307


Reply #994 on: October 26, 2012, 07:02:47 PM

I play nothing but Classic. My Heavies tend to hover around second or third in squad kills depending on how aggressive I am with my Assaults, but they still can't hit worth a damn. Rockets and Bullet Storm nab them most of their kills and get them to Colonel before everyone except a Sniper, but once I start running into stuff with high base Defense (hi, Muton Elites and Heavy Floaters) they become little more than suppression machines until the enemies get blown out of cover.
lamaros
Terracotta Army
Posts: 8021


Reply #995 on: October 26, 2012, 07:33:45 PM

I play nothing but Classic. My Heavies tend to hover around second or third in squad kills depending on how aggressive I am with my Assaults, but they still can't hit worth a damn. Rockets and Bullet Storm nab them most of their kills and get them to Colonel before everyone except a Sniper, but once I start running into stuff with high base Defense (hi, Muton Elites and Heavy Floaters) they become little more than suppression machines until the enemies get blown out of cover.

Ah, suppression. There's your problem!

Always get the rockets! Suppression is for supports. Later on they aren't as vital as early, but having lots of rockets for cover destruction and mopping up is very very useful. Also the early game is by far the hardest time in the game and heavies are the best then. They carry the side while you're getting your snipers ready.
DraconianOne
Terracotta Army
Posts: 2905


Reply #996 on: October 27, 2012, 02:21:00 AM

Mathematically rapid fire should be a pretty large damage increase under most circumstances. There's only a pretty small band of hit % where the -15% chance will make shooting twice bad.

Probability in games - a research associate at the University of Kent explicitly discusses the 15% penalty on Assault's Rapid Fire with graphs and everything.

Quote
Let’s take the simplest case. The alien is infuriatingly still alive, despite having just 1 health, meaning any shot that hits will kill it. You’ve got full ammo, and your Assault has moved to a good location. You have some probability, p, to hit the alien with a single shot. Should you fire one shot, or use rapid fire?

 DRILLING AND MANLINESS

A point can be MOOT. MUTE is more along the lines of what you should be. - WayAbvPar
lamaros
Terracotta Army
Posts: 8021


Reply #997 on: October 27, 2012, 03:06:49 AM

Thats a long post considering you're just multiplying two numbers together...
koro
Terracotta Army
Posts: 2307


Reply #998 on: October 27, 2012, 05:21:29 AM

I play nothing but Classic. My Heavies tend to hover around second or third in squad kills depending on how aggressive I am with my Assaults, but they still can't hit worth a damn. Rockets and Bullet Storm nab them most of their kills and get them to Colonel before everyone except a Sniper, but once I start running into stuff with high base Defense (hi, Muton Elites and Heavy Floaters) they become little more than suppression machines until the enemies get blown out of cover.

Ah, suppression. There's your problem!

Always get the rockets! Suppression is for supports. Later on they aren't as vital as early, but having lots of rockets for cover destruction and mopping up is very very useful. Also the early game is by far the hardest time in the game and heavies are the best then. They carry the side while you're getting your snipers ready.

I run with two heavies: one goes heavy rockets, the other goes more for suppression. Heavy suppression isn't something to sneeze at, and leaving it solely in the domain of Supports is a waste. Suppressing three Mutons at once while you're fighting six others is a pretty handy thing.

Rockets are handy, yes, but if you're too free with them early on you can run into problems with lacking weapon fragments.
eldaec
Terracotta Army
Posts: 11844


Reply #999 on: October 27, 2012, 06:30:59 AM

The real value of rockets at higher level is that they wipe away cover. They don't really do enough damage to give you a fragments shortage.

"People will not assume that what they read on the internet is trustworthy or that it carries any particular ­assurance or accuracy" - Lord Leveson
"Hyperbole is a cancer" - Lakov Sanite
Jeff Kelly
Terracotta Army
Posts: 6921

I'm an apathetic, hedonistic, utilitarian, nihilistic existentialist.


Reply #1000 on: October 27, 2012, 07:26:52 AM

Just got the blaster launcher: Awesome Weapon that you get so late into the game that more often than not you've already played the final mission before encountering and downing the first battleship.

I only got it because I keep leveling psi troopers instead of taking on the final mission.

Two further remarks

There should be a research option to reduce psi lab time. It took my RNG a year to give me a gifted soldier.

There should be a way to get soldiers with a higher level than squaddie
koro
Terracotta Army
Posts: 2307


Reply #1001 on: October 27, 2012, 08:58:36 AM

According to the strip-mined game files, you are guaranteed to have one of your top 8 test positive for psionics, with rapidly diminishing chances afterwards.

Dunno how you managed to not get a gifted soldier for so long.
Goumindong
Terracotta Army
Posts: 4297


Reply #1002 on: October 27, 2012, 03:13:34 PM

My best sniper with In the Zone killed a cyberdisc, a drone and two chrysalids in a single turn on a Terror mission.  Snipers are all kinds of broken...and tremendously fun.

Terror mission: Courthouse map

Turn 2: Uncover 1 Berzerker, 2 Mutons, 6 Heavy Floaters, 3 Chyssalids.

Turn 3: Mind Control Muton, Kite Berzerker till he dies. Mind Controlled Muton turned into zombie

Turn 4: Move Heavy into Place, General Retreat. Move Sniper out to clear line of sight. Clean up chyssalids which charged. Enemy Heavy Floaters, Zombie, Chyssalids, Muton kill civilians and move up. Take cover at front of courthouse

Turn 5: Rocket the entire front of the courthouse off with his expanded AoE Rocket. My plasma sniper is In. The. Zone. Kills 4 heavy floaters, the zombie and the Muton before running out of ammo.
Goumindong
Terracotta Army
Posts: 4297


Reply #1003 on: October 27, 2012, 03:20:29 PM

http://www.youtube.com/playlist?list=PLHQyGGzRHYIZw9TrPbMHKoDLhtcstj08z&feature=plcp

The guy is actually pretty not obnoxious for a youtube LPer, maybe I just like his accent, which I can't really place. He's doing a classic ironman run right now; this is a normal run.

Watch this guy instead:

http://www.youtube.com/user/Beaglerush?feature=watch

Not only is he much better at the game, he explains things that he does(in general), edits the videos to not take 30 minutes per episode, is funny, but also is playing the game on a difficulty in which his tips will actually help you play.
tmp
Terracotta Army
Posts: 4257

POW! Right in the Kisser!


Reply #1004 on: October 27, 2012, 03:58:46 PM

There should be a research option to reduce psi lab time. It took my RNG a year to give me a gifted soldier.

There should be a way to get soldiers with a higher level than squaddie
I found it fairly reliable to hire a small batch of soldiers, have them auto-level with the school perk, then check their will attribute. There may be 1-2 points of difference at that stage between them, and the ones with higher gain are pretty good candidates. For this matter, same seems to go for the levelled up soldiers. Three of my colonels with the highest willpower turned out to be gifted.
lamaros
Terracotta Army
Posts: 8021


Reply #1005 on: October 27, 2012, 05:42:52 PM

Higher will increases the likelihood. Even one of the game tips points this out.
Ruvaldt
Terracotta Army
Posts: 2398

Goat Variations


Reply #1006 on: October 27, 2012, 07:15:25 PM

My best sniper with In the Zone killed a cyberdisc, a drone and two chrysalids in a single turn on a Terror mission.  Snipers are all kinds of broken...and tremendously fun.

Terror mission: Courthouse map.


Mine was on the courthouse map as well.  I love that map.

"For a long time now I have tried simply to write the best I can. Sometimes I have good luck and write better than I can." - Ernest Hemingway
koro
Terracotta Army
Posts: 2307


Reply #1007 on: October 27, 2012, 11:43:07 PM

The one thing I don't like about Terror missions is that I never really get to go anywhere in the map before enemies swoop in from all positions. With the courthouse I usually only ever get some of my squad up to the vehicles parked in front of the entrance and maybe one or two people into the side door where you start the mission, where they invariably have to hightail it back out when mutons and berserkers come charging through. I've never set foot inside the front door or even on the second floor.

I guess that's one of the downsides of playing on Classic with its more aggressive AI.
lamaros
Terracotta Army
Posts: 8021


Reply #1008 on: October 28, 2012, 12:53:01 AM

Yeah the harder difficulty combined with the scatter mechanic means that defensive camping becomes the best option in too many situations.
eldaec
Terracotta Army
Posts: 11844


Reply #1009 on: October 29, 2012, 02:37:43 AM

Higher will increases the likelihood. Even one of the game tips points this out.

I'm not certain, but pretty sure it is potential will rather than current will.

Doesn't seem to help if you level a guy up before baking him in the lab.

"People will not assume that what they read on the internet is trustworthy or that it carries any particular ­assurance or accuracy" - Lord Leveson
"Hyperbole is a cancer" - Lakov Sanite
Ironwood
Terracotta Army
Posts: 28240


Reply #1010 on: October 29, 2012, 02:42:35 AM

Fuck Sectopods.

"Mr Soft Owl has Seen Some Shit." - Sun Tzu
lamaros
Terracotta Army
Posts: 8021


Reply #1011 on: October 29, 2012, 04:08:58 AM

Higher will increases the likelihood. Even one of the game tips points this out.

I'm not certain, but pretty sure it is potential will rather than current will.

Doesn't seem to help if you level a guy up before baking him in the lab.

How would the game measure potential will?
eldaec
Terracotta Army
Posts: 11844


Reply #1012 on: October 29, 2012, 09:48:55 AM

Depends on how will upgrades are determined. Might be a hidden stat similar to UFO, might just be adjusting for the number of remaining promotions, with or without an adjustment for iron will.

"People will not assume that what they read on the internet is trustworthy or that it carries any particular ­assurance or accuracy" - Lord Leveson
"Hyperbole is a cancer" - Lakov Sanite
eldaec
Terracotta Army
Posts: 11844


Reply #1013 on: October 29, 2012, 09:50:17 AM

Fuck Sectopods.


No, in soviet xcom, Sectopods fuck *you*.

"People will not assume that what they read on the internet is trustworthy or that it carries any particular ­assurance or accuracy" - Lord Leveson
"Hyperbole is a cancer" - Lakov Sanite
Ironwood
Terracotta Army
Posts: 28240


Reply #1014 on: October 29, 2012, 09:53:02 AM

That would seem to be the case.  Of all the baddies, they cause me the most grief :  That shock cannon is an absolute cock up the arse and they seem also to get unlimited reaction shots, or possibly I've just been unlucky.

I really, really don't remember them being that bad in the original.  Then again, I don't remember Cyberdisks chucking fucking grenades either.  First time it did that, I was all 'Clever Girl...arggg.'


"Mr Soft Owl has Seen Some Shit." - Sun Tzu
Pages: 1 ... 27 28 [29] 30 31 ... 38 Go Up Print 
f13.net  |  f13.net General Forums  |  Gaming  |  Topic: Pissed about an X-Com FPS? Firaxis hears ya...  
Jump to:  

Powered by SMF 1.1.10 | SMF © 2006-2009, Simple Machines LLC