XCom: Flooding the Market with Dead Poisonlizard Salarymen

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Bal
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Re: XCom: Flooding the Market with Dead Poisonlizard Salarymen

Postby Bal » Mon Jan 23, 2017 2:42 am

They're capped at laser tech, so once you get past that, or even really just equal to it, it's a total curb stomp.

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Mongrel
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Re: XCom: Flooding the Market with Dead Poisonlizard Salarymen

Postby Mongrel » Mon Jan 23, 2017 2:56 am

Are you guys still talking base game or Long War now?
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Thad
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Re: XCom: Flooding the Market with Dead Poisonlizard Salarymen

Postby Thad » Mon Jan 23, 2017 10:11 am

Enemy Within, no Long War.

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Re: XCom: Flooding the Market with Dead Poisonlizard Salarymen

Postby Mongrel » Tue Jan 24, 2017 4:42 pm

Long War started pissing me off at first because there's no way a 50% chance to hit is an actual coin toss in practice. Nor does 75% seem to mean that three out of four times you'll hit. Fucking RTH. And that's even with an accuracy boost turned on in the secondary options at game creation (seriously fuck RTH). I had guys dying because it'd take six tries on 55% to land one shot and then I'd low roll the damage when I finally did hit.

But it got better once I realized I was being railroaded hard into flanking. I dumped regular armour for tac vests (and luckily I started in Nigeria, because I figured, hey, here's a bonus that'll be good all game), made sure I have plenty of run-and-gun assault dudes and arranged my guys better, placing suppression/distraction guys up the middle, while faster units flank. Plus more emphasis on scouting. So that's alright.

So we'll see how this goes. I AM already worried that the game might be a bit too long this way. Already feels a bit grindy. But I guess I'll play it out, even if I wind up taking breaks.
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beatbandito
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Re: XCom: Flooding the Market with Dead Poisonlizard Salarymen

Postby beatbandito » Tue Jan 24, 2017 10:15 pm

Aliens hitting 20% while you consistently miss 90% is just the way current gen Xcom rolls. Long war does a good job of evening out those numbers between player and computer, but I think the flanking mechanics are way more important. I used cover and flanking mods on top of both LWs, and I think it's the game at its best. Long, drawn-out alleyway shootouts while you work to either flank or destroy the enemy's cover for a nearly guaranteed kill before they do.
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TA
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Re: XCom: Flooding the Market with Dead Poisonlizard Salarymen

Postby TA » Wed Jan 25, 2017 12:15 am

One thing to keep in mind, at least with original XCom, which I don't think EW fixes and which I doubt Long War is able to touch, is that Thin Men are fucked and can get fucked. No joke.

Me and a buddy tried fucking around with the .inis not long after we both beat XCom right after launch. We noticed that Thin Men had an inherent +10 bonus to accuracy, and their Light Plasma Rifles had another inherent +10 bonus to accuracy, so they were 20 Accuracy higher than normal already. So to try to tone them down a bit, we got rid of both of those bonuses. They still, in exhaustive testing, hit nearly 100% of the time anyway. Beyond just .ini and difficulty boosts, and beyond displayed accuracy in such as multiplayer, Thin Men just have a massive accuracy bonus hardcoded into them. They're fucked, and they can just get fucked.
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Re: XCom: Flooding the Market with Dead Poisonlizard Salarymen

Postby Mongrel » Sat Mar 04, 2017 5:34 pm

I am pretty far into Long War.

- May 2017. Full control of NA, EU, and Africa, fighting for Asia, which has a very heavy alien presence now.
- Survived base defence mission gloriously
- Base is pretty well built and close to final form
- Roster is deep and I can field multiple A teams and B teams (On paper I can field 8 full teams of 8 if everyone is healthy and non-fatigued, at least 3 of which would be full MSGT and most of the rest are at GSGT/TSGT, though my MSGTs are disproportionately Assaults and Snipers - really trying to get more Medics and Rocketeers to MSGT because their final abilities are so crucial late game).
- Using Pulse Weapons with Plasma long since researched and one or two built (Reflex Cannon, Particle Cannons, Starting to get Plasma Cannons for air)
- Armour is a mix of Corsair/Banshee (Banshee for scouts/meds/snipers, Corsair for everyone else)
- MECs are midgame Vindicators but I am trying to upgrade to endgame MECs, which I have researched
- Building my third Firestorm, with two JUST coming online in the past weeks.
- Cleared two bases (Egypt, China), can assault a third (India), but waiting for a good time when wound recovery/fatigue/item repairs aren't an issue. There is also a fourth base for after India (Australia).

Resources are a desperate bottleneck and have been for months - base missions help, but I'm running out of those and really need to be able to splash larger UFOs and get EMP weapons online. Trying to focus on the air war, which has always been the weakest part of my game. Biggest thing I've shot down is still only a Destroyer - No Harvesters/Abductors/Terror Ships/Assault Carriers/Battleships. Never have more than one or two dodge modules thanks to Cyberdiscs appearing so infrequently. Second focus for resources after the air war is endgame MECs, and third is squad plasma weapons. For my squad I'm focusing on PSI and Officer development since that costs nothing but time. A few gene mods here or there where they pay off (bioelectric on all scouts, for instance).

I am having way too much fun with punchbot MECs though. I had an amazing moment with my best punchbot guy - a tanky assault who'd been shot up so many time he eventually got chopped - a while ago on a terror mission where double chryssalid pods triggered and they all swarmed him. So I shredder rocketed him.

"DO IT! JUST DOOOO IT! FIRE IT NOW!"

The guy survived as critically injured and I managed to kill the pile of lids, and after looonnng sick bay time he's back to punching more aliens than ever. It was so great that as a reward I dev console'd him the Steadfast perk like a dirty filthy cheater, because narrative (he had it before he was chopped to be a MEC too).
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Mongrel
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Re: XCom: Flooding the Market with Dead Poisonlizard Salarymen

Postby Mongrel » Wed Mar 15, 2017 9:21 pm

So... is there no cap to the aliens capabilities in Long War?

Because it's Jan 2018 and I am trying to get to the endgame (plotwise I've shot down the overseer, now I need to build the Gollop Chamber) and have endgame armour and weapons, mostly MSGTs, some advanced psi soldiers and most of my officer promotions done, and the aliens keep escalating and getting harder. I can handle them for now, but I'm seeing like 100 hp colossi and I'm like... uh... do I have a cap and the Aliens don't?

The air war is especially hard. I've obtained like ten fusion cores and had a blaster launcher forever and am trying to outfit my firestorms with lances as well as get more firestorms in the air (I only have 2-3 per continent and only control three of five continents. I'm about to take Asia if I can catch a breath to go destroy the last alien base, but I have basically nothing at all in South America because I'm already spread too thin - luckily neither do the Aliens). Interceptors (even fully upgraded and armed with plasma cannons) are completely useless against everything now, even scouts, and even lance-armed firestorms get damaged pretty severely taking down anything bigger than a destroyer and most of them requires either 3+ ships getting damaged (usually one lance-armed firestorm and a couple with plasma cannons) or else generous use of dodge modules of which I only have a few at any given moment (I recently blew three to shoot down a battleship which was coming for what would have been my third base invasion this game which was a huge expenditure of a preciously short resource and put all but one of my fighters at the base in the shop, but did net two more fusion cores). The aliens have also stopped fielding almost anything other than really large ships in the past two months.

I've shot down harvesters and researchers in an attempt to slow them, but still they progress.

Like I said, I'm handling it for now, and it's alright, but there's no further stage I can advance to. My plan was to continue my XP grinding for my top psi troops and backup MEC pilots and to completely clean up earth before going for the mothership, but should I be rushing for the endgame before the aliens become impossible or something?
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Mongrel
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Re: XCom: Flooding the Market with Dead Poisonlizard Salarymen

Postby Mongrel » Tue Mar 21, 2017 12:23 am

Effective 206 Will still not enough to get above 0% Chance to Mind Control an Ethereal?!

Bleah, dis gon be hard.

(I want a couple Psych Rift guys on my endgame A team. I have close to everything else, pretty much, other than some psi XP/So That Others May Live grinding and finalizing the last couple slots on the endgame A team)
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Re: XCom: Flooding the Market with Dead Poisonlizard Salarymen

Postby Mongrel » Fri Mar 24, 2017 9:16 pm

227* was enough to get there after a couple mindfrays. Taking a really high mind officer so that the whole squad had 124 base Will helped me to have the extra guys to mindfray with so my highest psi could push through for the mind control.

*95 Base will + Vortex Armour, Neuroregulator, Mind Shield, Combat Drugs, Mind Merge with one of my 124 Will guys, and then Psi Inspiration stacked on top.
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