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ovoron

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Posts posted by ovoron

  1. On 12/8/2023 at 7:55 PM, bonerstorm said:

    It is important to have a decent number of labs, 3 if not 4, by day 200...

    4 by day 200? I had 4 by Day 35.

     

    On 12/8/2023 at 7:55 PM, bonerstorm said:

    but I don't see an advantage in doing more than that or rushing it at the expense of other critical stuff.

    There is no other critical stuff.

     

    2nd base? Not important because losing the game by panic is no longer a thing.

     

    Armor? I already have full Warden by day 55.

     

    Weapons? Got 2 accel snipers in mid 30s, you can postpone that to get laser, but then again, Gauss is not that far off either and the only thing that's tough to beat with bad weapons is the Cyberdrone, but even that can be smoked so it wouldn't hit the broad side of a barn and then grinded down with grenades and focus fire.

     

    Air? I've tried Sidewinder and Accel Autocannon. Both are meh, I've got myself a 2nd autocannon instead of armor and fuel. It's funny how you don't need as much fuel if you just double your damage output...

     

    2nd Angel isn't a priority either, just 1 with basic twin Autocannons takes care of business if you know what you're doing in manual combat.

    • Like 1
  2. Yeah, I've tried another playthrough, this time starting with a full shield squad, and it works, and the more close quarters it gets the smoother it goes, meaning this loadout dominates base assaults.

    1st mission I've captured literally everyone without breaking a sweat.

    1st Abduction? Got all the tubes and captured 8 out of 9, didn't have enough soldiers close to the last Secton to take care of him as well.

     

    Perhaps most impressively, this even worked on the jungle VIP extraction, I've had 1 sniper rifle and the rest started with batons. I've switched 3 soldiers to pistols towards later stages due to how open the map was and since this was still early game I didn't have enough STR to carry as many consumables as I wanted. Even so, I've brought 3 Cleaner captives and 2 SMGs to the evac zone.

     

    Eliminate VIP: I've farmed this one extensively, brought back bodies and SMGs to Skyhawk 24x7. Got all the bonus data, The Leader, 4 Soldiers and 7 Agents brought back as captives, along with all data, 15 SMGs and 35 Cleaner corpses. Total profit was a bit short of $700K. And it obviously instantly revealed the Cleaner HQ mission on Day 32. Entire squad got 2 medals, 1 for eliminating 5 enemies total and the other for 4 during a single mission.

     

    Commander has become so easy that basically any reasonable strategy works. You can play a very short range squad like this one, you can play a very long range squad like 3 Shields + 6 Snipers I've tried before and that works too, even on base Assaults it's manageable.

     

    By day 35 I had 4 labs fully manned (including adjacency bonuses). and by Day 55 I had 5 Labs fully manned and everyone in Warden armor with 2 Accel Sniper rifles. 2nd Workshop is done as well, although new hires would have to be delayed until day 60 to save on salaries.

     

    The game is so trivial nowadays with its Flashbang + Smoke grenade meta I feel like Cleaner HQ can be done with basic weapons if you don't go crazy with the captures in the final room.

     

    The biggest problem is the AI, when enemies just walk back and forth only to end their turn in an open door frame with no cover.

  3. 8 minutes ago, Pathfinder said:

    I am not talking about games. I am talking about reality.

    You want reality? Go serve in the army then. This game is entertainment.

     

    Speaking of entertainment, Here's a scene from a film about sniping. Note how the sniper in this video easily kills the driver and then at 3:57 instantly lands an overwatch headshot.

  4. 12 minutes ago, Grobobobo said:

    I don't know what difficulty do you have to play on or what playstyle do you have to have to not be wood by MARS. that thing is easily worth 3 soldiers in tactical, and the fact that you can have 2 of them with T2 dropship is insane. 250K is almost nothing compared to what it offers.

    At the start? Sure. But it really falls off hard after Cleaner HQ. In fact, I'd argue that might be the time to trade all of its HP for 2 Cleaner Leaders as captives for sale.

     

    While rockets and wallbreaking retain usefulness, its accuracy and TU are no longer impressive compared to well-trained soldiers.

  5. I do not think this is a good idea.

    X1 had a funny ending text, and it was funny primarily because the scientist was the one who delivered it. All his prior dialogue built him up for that climactic delivery.

    Sure, his high horse remarks are sometime annoying, but If a rando character would have said it out of nowhere the humor would not have worked.

     

    I say keep the scientist as he is.

  6. 2 minutes ago, Grobobobo said:

    I strongly disagree, I think the demo charges are kind of like FIRA-XCOM frag grenades - being able to cheaply destroy practically any kind of cover with 0 setup and from decent range makes the game less interesting, as you almost don't have to interact with cover at all. Seriously, the cover is made out of paper in this game, in xeno1 you needed to get plasma rockets to destroy walls in 1 explosion, it's no longer satisfying anymore.

    How is that different from TFTD though? Not only did the cover go poof, but also the damage was over the top.

    If demo is too good, perhaps it's time for a 3rd grenade type, that's good at shredding, and demo should be -5 armor instead of -10. Lower all grenade weight from 6 to 5 to compensate.

  7. 2 hours ago, Conductiv said:

    the HEVY still has problems, what it sets out to do it can do well provided the operator is accurate, but its not a good general purpose weapon as you get punished with "no loot" when you explode a corpse or enemy. so you are preferably not killing, aiming at the floor away from anything you have already killed and hoping to hit as the weapons accuracy bonus only kicks in on the last 8 or so tiles and otherwise is a 1.05 multiplier of your aim stat, and its supposed to be a longer range launcher...even though its max effective range is only like 15 tiles. as such is behaves like a secondairy weapon on the grenadier, and the high accuracy needed to wield it half decent  is mostly used to make the pistol shine.

    Except it doesn't do it well. I've played HEVY since v 27.4 and back then HEVY was like 35 dmg and 10 shred, which was very good, perhaps too good.

     

    Then it got to 25 dmg, no shred, but at least it had cheap fixed TUs per shot, so you could spam shots and still get the job done even if you've missed.

     

    Today's HEVY is the worst of both worlds: While it does shred, the accuracy is still terrible, but you can no longer spam in case you miss once. The shredding is also insufficient, since a Demo charge is much more reliable and is immune to smoke aim penalty.

     

    So the problem is twofold:

     

    1)Early on you have no accuracy to hit anything reliably, and enemies do not have armor so shredding does nothing. You can't waste TUs willy-nilly, so Demo Charges are vastly superior, not only for their innate accuracy, but also being immune to smoke penalties.

     

    2)Later on you have the accuracy, but why would you use a HEVY to shred when you can land a Laser Sniper shot from downtown instead to do the same amount of shred, as well as do a lot more damage a lot more reliably on top of that?

     

    Aim bonus would have to be MUCH bigger than 1.05 for the present HEVY to make sense. Either that or it has to ignore smoke penalties.

  8. 2 hours ago, Skitso said:

    I'd say the money balance is in a fairly good spot. I could expand bases and buy enough cool toys but needed to think and prioritize stuff.

    It's funny because it seems like Commander has more money than Veteran (unless there's difficulty adjusted prices, which I don't think there are).

    More enemies -> More Loot -> More sales.

     

    Lab spam is as powerful as it was in v1.xx, so when I read these threads (here and on Steam) of people struggling to make ends meet I'm very perplexed.

     

    Perhaps the game needs to make it clearer that captures are a very good way to make money.

  9. I've done a few commander playthroughs over different patches and it seems like a squad with 5-6 shieldbearers could be really strong, perhaps owing to how weak the AI in the game currently is, i.e. it doesn't try to match your numbers, while you can move like the ancient phalanx formation, shielding every vulnerable side. It would also be quite easy to rotate full HP shields in front of the most dangerous side. So this is what I came up with after thinking about the meta a bit.

     

    Enemies DO NOT get any AoE attacks outside of Cleaner burst fire for a very long time, so everyone getting suppressed is not going to be that big of a concern.

     

    As for the other 3-4 members it would probably be 1 MG, 2 Snipers and perhaps 1 Shotgunner for extra surgical DPS, though close range DPS with this many shields probably isn't something you'd lack.

     

    What seems promising about this strat:

     

    1)You can reliably tank shots, meaning you can close the distance. You can get Lots of captures, meaning lots of $$$, meaning you can get the extra labs early and snowball to Dragonfly/Phantoms quickly.

     

    2)It actually gets stronger and stronger (both in the literal, as well as soldier attribute sense) as you begin the game with barely being able to carry anything aside from the shield and pistol/baton, but you get more and more consumables as your soldiers gain more Strength, and the vital Assault Shield upgrade is very timely in the tech tree to keep using this squad composition. More TUs also mean you can close the distance faster, which is of obvious importance with a very short range focused squad.

     

    3)It is very, very cheap to fully equip this squad: Batons are free, while pistols are the cheapest weapons to manufacture.

  10. On 12/2/2023 at 2:54 PM, Belmakor said:

    Balance (Soldier Difficulty)

    - It's incredibly unfair on the standard difficulty to have a base invasion before day 100.  This is only about 20 days after you first start seeing medium UFOs. I hadn't even launched interceptors in the previous 10 days as I only had 1 (and 1 can't tackle a medium).  So I don't know how they found my base.

    - With 16 soldiers and the handicap of starting in the elevator shaft, I got absolutely destroyed by the medium alien force (no missile battery by this point).

    My experience on Commander has been the opposite.

     

    My main force was en route to a mission, so I only had 7 soldiers (obviously the worst ones) in my base, so the best gear was not present either. I was armed with 5 Cleaner rifles and the rest were ballistics.

     

    Invaders consisted of 20 of Mantids/Reapers. All I did was camp the door in the very same room you start in, with 1 soldier sent to the next room to open the door to the hangar.

     

    I think I got shot a grand total of once, the rest died to either the "door opener" strategy or reaction fire.

     

    Reaper AI is completely braindead, and the usual aliens aren't smart either, I had 1 Reaper simply walk BETWEEN my soldiers, then past them, only to ultimately stop near the door behind them.

     

    Past day 80 or so the game starts to feel REALLY easy when you can field 12 soldiers on a mission and even 1 Phantom is enough to take care of business in the sky.

     

    There's no panic and no pressure on the strategic layer, and the tactical layer is trivialized by a combination of weak AI, Dragonfly and Training centers.

     

    The pacing seems really easy on the player as the Elites show up noticeably later in Milestone 2.

  11. Doing long range Sniper shots and a basic Cleaner gets hit for 4 damage.

     

    I originally thought this was a bug in v1.xx, but now that I'm playing v2.14 stable it's still there.

     

    Is this intended? If so, I haven't seen an in-game explanation for this. I think even 100% shots used to have big damage drops in v1.xx

     

    Also, in 1.xx (don't know about v2.14, I barely use them) Grenade Launchers also behaved similar to this, which was even more perplexing.

  12. Exhibit A: Deployment gone wrong

    Turn 1 see a Sebillian immediately on the left side of the choppah, throw a Flashbang 89% hit chance.

     

    Fumble catastrophically. Everyone on the sides (3 soldiers) gets instantly suppressed.

     

    The other 6 now have to smoke the side, spend another flashbang on the Sebillian and 3 smokes just to cover the guy who went out to flashbang from the main deployment group. This entire Turn and 4 consumables (not including the initial Flashbang) are completely wasted, and that's an easy case with just 2 enemies immediately visible. Had there been more that would probably need 2 smokes extra.

     

    Exhibit B: Self-detonate a 82% Flashbang and suppress 4 soldiers, 3 soldiers on the other side get suppressed by friendly fire from my own Sniper rifles and 2 get killed on the next turn.

     

    I've played Terror from the Deep on Superhuman, and even there you can't fail that badly with the grenades. Only XCOM: EU's rocket launchers come close to catastrophic misfires like that, and even then it's very, very rare. In Xeno 2 that happens often enough to be maddening.

     

    The fix would probably be to disallow grenade spread within the 1st half of its journey.

  13. Hard disagree with this. I'm playing on Commander and doing captures is not trivial, each capture is 2-3 consumables each.

    Also, if you self-detonate a Flashbang as you deploy chances are you will have to spend A LOT of consumables just to stabilize because you have 3-6 soldiers immediately rendered useless and cripple on turn 2, meaning by the time you get to the UFO you barely have anything.

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