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Beta 15e (final) feedback


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#401
deducter

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In response to post #26515059. #26523944, #26529514, #26530189, #26530819, #26532224, #26532539, #26537774 are all replies on the same post.


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I am the same Youtuber, hs1110.

#402
johnnylump

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In response to post #26515059. #26523944, #26529514, #26530189, #26530819, #26532224, #26532539, #26537774, #26538029 are all replies on the same post.


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#7 I believe you are in error. Packmaster is intended to and in fact does apply to Chem Grenades. So does Smoke and Mirrors. Confirmed in code and ingame.

#403
renraw

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In response to post #26445369. #26446524, #26447459, #26447894, #26450309, #26453519, #26460084, #26460734, #26463359, #26464214, #26465049, #26466904, #26470349, #26471189, #26472314, #26517929, #26521564, #26522654, #26525899 are all replies on the same post.


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bglob123, "the guy claimed to get 14 sats by september and then just sit back and farm landed transports" I havent read the post but it doesnt exactly seem feasible for Impossible difficulty, it would mean neglecting weapons/armour and mec in favour of rushing air tech, which puts you a such a massive disadvantage on the ground that no amount of skill or save scumming will stop you losing countries to panic alone :/ and "farm landed transports" is boring (and difficult) as hell my opinion they are far tougher then Terror missions as they tend to have more enemies, patrol more aggressively, are focused on you and not split attention with civs and don't have a 6 man command pod that if you stubble on them the entire maps population comes running, also big daddy Outsiders with 3 dr 120 aim, opportunist, sentinel, ready for anything, and close combat specialist (i think even damage control) means bursting the command pod down is outright impossible, unlike an abductor command pod which is atleast feasible to assassinate and then fall back. If you accidentally trigger a Terror ships command pod early (first or second pod triggered) because the pod is split with some outsiders in a room and some not then you might as well just leave :/ but atleast thats directly in the hands of the players to make the choice to evac, which leads me to-

Guys completely sincere question, would it be imbalanced to stop them performing an infiltration in a country with a satellite in it (you cant feasibly cover the world, there are always other satellite less countries to infiltrate) or how about have the infiltration performed by a landed large or very large class ship that if you ignore or fail THEN you lose the country there by put the possibility of directly prevent infiltrations in the hands of the player

#404
deducter

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In response to post #26515059. #26523944, #26529514, #26530189, #26530819, #26532224, #26532539, #26537774, #26538029, #26538114 are all replies on the same post.


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>>>#7 I believe you are in error. Packmaster is intended to and in fact does apply to Chem Grenades. So does Smoke and Mirrors. Confirmed in code and ingame.

Ah I apologize, I just realized my test engineer did not have smoke and mirrors. No error here.

#405
hs1110

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In response to post #26515059. #26523944, #26529514, #26530189, #26530819, #26532224, #26532539, #26537774, #26538029, #26538114, #26538644 are all replies on the same post.


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aha! I really enjoyed watching your Invisible Inc series. always a pleasure to watch someone who knows what they're doing.

#406
matt516

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In response to post #26511694. #26513609, #26513674, #26514044, #26515669, #26521474, #26528014, #26536794 are all replies on the same post.


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At least it now has something tanky that no other MEC has - Extra Conditioning - which gives it a unique role as the tankiest MEC. Previously, there were a number of other MECs that could be as tanky or almost as tanky, just not at as low a rank (this effect was lessened with the DR changes since AF is no longer as strong as it used to be). There are other MECs that might be stronger in overall utility, but at least the Goliath is now definitively the tankiest MEC. That's good enough for me. :)

Does EC include the +4/+4/+1 Aim/Will/Mob boni on the Goliath's tree? If so, that makes it a great choice to alleviate the Mob penalty of the tanky suits. What would be really interesting is if it got +4/+4/+2 instead, and every other perk on that level gave +1 Mobility. That way the Goliath gets an effective +1 Mobility buff later in the tree to counteract its loss at the SPEC rank.

But that might be going too far, balance-wise. :P

#407
Toosdey

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Mechanic Question involving UFO Landings.

When a UFO lands, it represents the aliens gathering resources correct?

Lets say an UFO is comming in for a landing mission.

If you damage it in the air war, but it still completes its mission (lands, then flys away) does it still gain full amount of resources?

If you do no damage in the air to it, but then do a failed ground assault (all units died or aborted, either way), and then it completes its mission, does it get full value?

Edit: Thanks!

Edited by Toosdey, 30 June 2015 - 01:50 PM.


#408
Toosdey

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In response to post #26515059. #26523944, #26529514, #26530189, #26530819, #26532224, #26532539, #26537774, #26538029, #26538114, #26538644, #26538654 are all replies on the same post.


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Dear god I would love number 2, I think I could actually use SHIVS again.

#409
johnnylump

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In response to post #26541149.


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When a UFO lands it is either conducting a harvest mission (gain resources) or a research mission (gain research). Research missions happen only in countries with satellites -- this is an alien recon-in-force that's a direct attempt to engage XCOM.

Harvest missions *try* to avoid countries with satellites, with a greater chance when alien aggro is high, but they pay a resource penalty when they do (representing a second-best, safer option.)

Damage to UFOs, or losses on the ground, have no bearing on research points or resources gained from the mission ... if the UFO survives, it gets full value.

Damage to UFOs in the air does deduct resources as a repair cost, which is calculated separately from harvest gains.

Edited by johnnylump, 30 June 2015 - 12:58 AM.


#410
Wankel3

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In response to post #26445369. #26446524, #26447459, #26447894, #26450309, #26453519, #26460084, #26460734, #26463359, #26464214, #26465049, #26466904, #26470349, #26471189, #26472314, #26517929, #26521564, #26522654, #26525899, #26538394 are all replies on the same post.


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@renraw,
there are I think two or three ships performing infiltration (transports and an assault carreer) not counting a hidden overseer, and if I'm not mistaken, shooting down any of those prevents it completely. So IMO infiltrations are pretty balanced. Besides, the thing is - by the time you are able to shoot down large ships, threat level is usually high enough (or alien resources are low even) so that aliens prefer anti-xcom missions to infiltrations.

I'm not sure why you are suggesting that a huge early investment that is MECs is neccessary - I'm playing on brutal and I can say that MECs are entirely optional for winning. Hitting MSGT for squishy troops is now the biggest power spike, IMO, even bigger then jumping a tier of weapons (i. e. gauss to plasma). As for large landings - they are indeed very tough when alien research is at steady pace (when they have 3+ bases), but when you have them on lockdown, command pods are usually more sectoids of various breeds than outsiders. And personally, if I gain advantageous intel, then my tactic is usually go towards the bridge, clear the pods around it (but not inside of the cargo bay), then breach the bridge and kill the command pod if there is one, then open the doors into the cargo bay and hold the bridge until everything dies. Sometimes things can get rough, but I usually have huge amounts of fun and find this tactic very satisfying.




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