KO Traveling Hobo
Member
iirc, you build them in the workshop or whatever. Same place you build satellites.Yeah but it isnt showing in the list of 'available ships to build'
iirc, you build them in the workshop or whatever. Same place you build satellites.Yeah but it isnt showing in the list of 'available ships to build'
Yeah but it isnt showing in the list of 'available ships to build'
Well i feel dumb now. =/You don't order them like interceptors, you build them like satellites.
Patch isn't out yet.The new PC patch isn't out yet, right? I had a game last night which included an Abductor UFO mission and the roof issue was definitely still there...
How do you detonate combustible targets like cars and fuel tanks? My soldiers will only fire their rifles at moving targets.
Im finding that playing on classic is frustrating. Four soldiers per squad, and the accuracy quotient between my guys and the aliens is unfairly biased towards the aliens. How do I increase accuracy with the regular shitty rifles that I am stuck with? How do I increase grenades to my arsenal, because combat efficiency with rifles is non-existent in this game on classic:-(
Okay. But can you target automobiles or buildings with your rifles. Destroying cover with grenades is a good start, but you're limited to 1 grenade per soldier.
Okay. But can you target automobiles or buildings with your rifles. Destroying cover with grenades is a good start, but you're limited to 1 grenade per soldier.
Okay. But can you target automobiles or buildings with your rifles. Destroying cover with grenades is a good start, but you're limited to 1 grenade per soldier.
Is it weird that I ran out of research options (just)? Should I tear down some of the labs to make room for workshops and uplinks?assaulted the first alien base
Classic is tough. THe accuracy quotient, I find, is skewed more in favor of the aliens than the player.
I can play Halo on the hard setting, but legendary is more a hassle than it's worth.
Is classic besieged by cheap A.I., or is it just a matter of learning the minutia of the game mechanics? The game should be challenging, but the difficulty curve from normal to classic is brutal -- especially on the "difficult" abduction missions -- which is early on in the game.
And honestly, players should be allowed to target combustibles with their firearm. Will fireaxis change this with a patch?
Classic is tough. THe accuracy quotient, I find, is skewed more in favor of the aliens than the player.
Is classic besieged by cheap A.I., or is it just a matter of learning the minutia of the game mechanics? The game should be challenging, but the difficulty curve from normal to classic is brutal -- especially on the "difficult" abduction missions -- which is early on in the game.
And honestly, players should be allowed to target combustibles with their firearm. Will fireaxis change this with a patch?
Nope, which is a shame.
and this makes classic stupidly hard,
harder difficulties need more tactical options,
I cant see any good reason why they removed free aim
also they should add the possibility for friendly fire
both free aim and friendly fire were important tactical factors in the original games and they did add a lot to the experience
The early game is really tough, due to the combination of low HP, bad aim and improved alien aim. But it is definitely doable and it feels fair. The aliens are frightening as they should be.
Right now, it feels like I'm playing Legendary on a Halo game -- where playing without a sniper rifle is not an option.
Shouldn't there be some room for mistake now and then? The accuracy factor seems really arbitrary on classic. Anything below 70% always results in a miss.
And how the hell am I supposed to lure my targets into a 90 degree flanking position? Don't they usually fall back into a position and lurk indefinitely at the other side of the map? I don't feel like spending 20 turns just waiting for my targets to stumble into an overwatch attack.
and this makes classic stupidly hard,
harder difficulties need more tactical options,
I cant see any good reason why they removed free aim
also they should add the possibility for friendly fire
both free aim and friendly fire were important tactical factors in the original games and they did add a lot to the experience
Right now, it feels like I'm playing Legendary on a Halo game -- where playing without a sniper rifle is not an option.
Shouldn't there be some room for mistake now and then? The accuracy factor seems really arbitrary on classic. Anything below 70% always results in a miss.
And how the hell am I supposed to lure my targets into a 90 degree flanking position? Don't they usually fall back into a position and lurk indefinitely at the other side of the map? I don't feel like spending 20 turns just waiting for my targets to stumble into an overwatch attack.
Right now, it feels like I'm playing Legendary on a Halo game -- where playing without a sniper rifle is not an option.
Shouldn't there be some room for mistake now and then? The accuracy factor seems really arbitrary on classic. Anything below 70% always results in a miss.
And how the hell am I supposed to lure my targets into a 90 degree flanking position? Don't they usually fall back into a position and lurk indefinitely at the other side of the map? I don't feel like spending 20 turns just waiting for my targets to stumble into an overwatch attack.
Am I the only one who never builds laboratories?
Am I the only one who never builds laboratories?
Ooh, you're good. Where did you learn to do that?wannapatch
wannapatchrightnow
gottahaveapatch
NEED A PATCH NOW NOW NOW
*breathes*
My lack of need of laboratories only occurred to me when I checked out the achievement list out of curiosity.
I just got an update on Steam.
are there patchnotes anywhere?
Most likely, but those aren't the full notes as there are reports that the Rookie HP bug is also fixed. (All Rookies started with 6 HP no matter the difficulty. On Impossible, it should have been 3.) So it'd be nice to know what else is fixed.I assume it's the patch Rockpapershotgun were talking about on the 5th?
http://www.rockpapershotgun.com/2012/11/05/solid-copy-xcom-patched-to-fix-shivs/
For those of you playing Impossible, how big of a deal is the rookie HP bug getting fixed?Most likely, but those aren't the full notes as there are reports that the Rookie HP bug is also fixed. (All Rookies started with 6 HP no matter the difficulty. On Impossible, it should have been 3.) So it'd be nice to know what else is fixed.
For those of you playing Impossible, how big of a deal is the rookie HP bug getting fixed?
For those of you playing Impossible, how big of a deal is the rookie HP bug getting fixed?
I assume it's the patch Rockpapershotgun were talking about on the 5th?
http://www.rockpapershotgun.com/2012/11/05/solid-copy-xcom-patched-to-fix-shivs/
Easy Difficulty is now easier.
Less than you might think. Impossible is all about getting lucky with keeping your heavies uninjured, getting lucky with maps, being able to avoid very hard abduction missions , and not getting wrecked by a council "squad disposal" mission in month 1.
The few points of health stop mattering as much once your tech gets better.
For those of you playing Impossible, how big of a deal is the rookie HP bug getting fixed?
If you had to rely on it, it's a fairly significant change. But if you want to do the 5 sats in the first month strategy, you can't afford them anyway.
I find it's actually easier to not stall and do it as fast as possible while the aliens are still low tier.I'm pretty sure I only got 2 sats up at the end of my first month on my surrent impossible game. Lost 3 countries, but by month 2 I got my shit together, and then I did fine, even if I got one satellite shot down in month 3 or 4.
The metagame is important on impossible, but not as crucial as keeping soldiers alive. I even stalled theto get Plasma tech, and didn't lose any more countries past month 1.base assault
Thank god Abductor roof visibility problems resolved