dice rolls = imbal
Guys.
Guys.
Guys.
I think a Sid Meier game may be 2012 GOTY. In the age of FPS shootbang, a turn based strategy game.
The Honorable Chairman Yang hit the nail on the head when he was talking about the meta importance of X-Com.Guys.
Guys.
Guys.
I think a Sid Meier game may be 2012 GOTY. In the age of FPS shootbang, a turn based strategy game.
What does Sid Meier have to do with this game?
I've just about got thebuilt so maybe this was a lull by design?Hyperwave Array
I'm not sure.
Fuck, I wish i could just play this all day
damn you, university
Not cool Firaxis. Not cool.
Thankfully it didn't matter much in this situation, but this is the sort of (entirely avoidable) thing that'd like as not just embitter a player were it the cause of an important casualty.
Interesting, I didn't realize Sid was involved with this project.He co-designed the prototype with Solomon (or rather, both he and Solomon each made their own prototype, then they merged the best aspects of each into one after that), and I think gave general advice to Jake throughout the project.
Not cool Firaxis. Not cool.
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Thankfully it didn't matter much in this situation, but this is the sort of (entirely avoidable) thing that'd like as not just embitter a player were it the cause of an important casualty.
Interesting, I didn't realize Sid was involved with this project.
Though this is facetious, I think it's also somewhat true. The small scale of the engagements makes it so that a single action can be the line between success and failure on a mission. In the older games you had more soldiers and each soldier was capable of taking more actions in a single turn, so over the course of the engagement your overall success rate in terms of shooting and damage distribution rapidly converged toward the mean. Missing, for example, four consecutive shots with a 50% chance to hit isn't a particularly uncommon occurrence, but in the older games it was barely even noteworthy because four shots was basically the turn of a single soldier, and you usually had a dozen others waiting to send their plasma bolts flying off into the darkness. In this game, on the other hand, four consecutive misses at 50% can easily mean a complete squad wipe in the early game on Classic or Impossible, which rapidly spirals out of control on the Geoscape.
I've got a vague suspicion that this is the root of a lot of the complaints about the game's probabilities. The sample sizes are so small that it's not reliable to hang your hat on the assumption that your accuracy will average out over the course of a turn, and the margin for error on the higher difficulties is sufficiently small that a single streak of bad luck -- which is pretty much a statistical inevitability -- can be the end of an Ironman playthrough.
I joked about how silly the small squad size was after I played the demo, but now that I'm rapidly approaching the end of my second playthrough I'm starting to think it's a bigger problem than I'd anticipated.
I don't necessarily disagree with this gripe, but I think you quickly run into balance issues if you increase the squad size even minimally because each individual soldier can become very powerful particularly with the class perks.
If you increase squad size to, say, eight you can have something like four squadsight snipers, one of each other class, and then a SHIV, and encounters will pose much less of a problem except perhaps on Impossible. The tactical and strategy layers also directly feed into each other, so much of the game would have to be retooled to make larger squad sizes work, and you probably also can't go too big given the map sizes. Remains to be seen what modders are able to do.
Also, snipers just seem like a ridiculous handicap early on. They don't seem to have higher hit chance, they can't move and shoot, and it seems they don't have a larger shooting range either. Takes too much effort to just build them up especially in ironman.
I'm not sure how much we can really expect from modders on that front, especially given Firaxis seems pretty hostile to mods, so much that they made it harder to mod after the demo by locking things in the exe instead of .ini files. Changing things now requires tinkering with the exe, and if that sort of thing is necessary, modding won't take off.
If you give them squad sight they have supreme range as they can shoot whatever your other soldiers can see so long as they have line of sight to it. Snipers can be devastating.
So how does the hit chance calculate using squad sight? Does it take the hit chance of the person that actually in line of sight of the alien? Still at squaddie they're still a big handicap to train up to the next rank.
I had 3 1/2 pages of that when my ironman run ended.Just look at this -.-
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All my best soldiers died in the last 3 missions. This game is so ridiculously hard...
So how does the hit chance calculate using squad sight? Does it take the hit chance of the person that actually in line of sight of the alien? Still at squaddie they're still a big handicap to train up to the next rank.
What am I looking at here?
They're a huuuuuge pain in the ass in the beginning, but they become fucking BEASTS later on.
how do I know which SHIV is which?
there is no description on what kind of shiv it is in mission selection screen or in the barracks
No, the game generally gets much more manageable after the first couple of months. From there, you have to manage the following things:
1) Your ability to create and produce endgame tech (Titan Armor+plasma weapons).
2) Your ability to either not lose a key squad member or have reasonable replacements.
It's actually not all that hard after the first two months, just be careful and use your cooldowns to bypass the RNG variance as needed. The original had a similar frontloaded difficultly curve, as well as other Firaxis games where the higher difficultly levels hit hardest early on.
edit: the fix for this is to ramp up abduction rate and panic more and more as the game gets into the fall (Sept/Oct), so you put the player on a hard clock to win the game. This is the feel that they were shooting for with the abduction global panic increase, but I feel the implementation is way off-too constricting in the early months,not hard enough later on.
I don't necessarily disagree with this gripe, but I think you quickly run into balance issues if you increase the squad size even minimally because each individual soldier can become very powerful particularly with the class perks.
If you increase squad size to, say, eight you can have something like four squadsight snipers, one of each other class, and then a SHIV, and encounters will pose much less of a problem except perhaps on Impossible. The tactical and strategy layers also directly feed into each other, so much of the game would have to be retooled to make larger squad sizes work, and you probably also can't go too big given the map sizes. Remains to be seen what modders are able to do.
?
They all look different.
Though this is facetious, I think it's also somewhat true. The small scale of the engagements makes it so that a single action can be the line between success and failure on a mission. In the older games you had more soldiers and each soldier was capable of taking more actions in a single turn, so over the course of the engagement your overall success rate in terms of shooting and damage distribution rapidly converged toward the mean. Missing, for example, four consecutive shots with a 50% chance to hit isn't a particularly uncommon occurrence, but in the older games it was barely even noteworthy because four shots was basically the turn of a single soldier, and you usually had a dozen others waiting to send their plasma bolts flying off into the darkness. In this game, on the other hand, four consecutive misses at 50% can easily mean a complete squad wipe in the early game on Classic or Impossible, which rapidly spirals out of control on the Geoscape.
I've got a vague suspicion that this is the root of a lot of the complaints about the game's probabilities. The sample sizes are so small that it's not reliable to hang your hat on the assumption that your accuracy will average out over the course of a turn, and the margin for error on the higher difficulties is sufficiently small that a single streak of bad luck -- which is pretty much a statistical inevitability -- can be the end of an Ironman playthrough.
I joked about how silly the small squad size was after I played the demo, but now that I'm rapidly approaching the end of my second playthrough I'm starting to think it's a bigger problem than I'd anticipated.
I've restarted about 4 times on classic ironman. Each time I've learnt something to use the next. It's fun!
What am I looking at here?
Oh, neat. I made a puzzle!What exactly is wrong here? I'm not seeing anything special.
For someone who is fresh to XCOM, what are some tips you guys might suggest? I don't want to waste credits on meaningless researches or upgrades either.
I pre ordered the game through amazon digital download, where is the elite soldier pack key? I don't have it seems. Anyone else bought the game digitaly with amazon?
Oh, neat. I made a puzzle!
I'm surprised you're not seeing it though. Doesn't that full cover look inviting? The map boundaries typically do a great job of syncing up with actual obstacles. It's jarring when they don't and it's a downright tease to place full cover one tile behind the boundary, especially down a narrow path like that with only half-cover strewn about.
I mean look at the dude. He's so confused. He's eyeing up that sweet corner and feeling put upon that it's not even an option for him.
Invest in satellites as soon as possible.
For someone who is fresh to XCOM, what are some tips you guys might suggest? I don't want to waste credits on meaningless researches or upgrades either.
Invest in satellites as soon as possible.
Satellites = money, resources, and slows panic.Expand on this a bit if you can, please.
they look all the same to me in selection screen
chassi varies, but there is no visual indication on what weapon it is carrying. All have red light
Expand on this a bit if you can, please.