XCOM: Enemy Unknown
#401
Posté 18 octobre 2012 - 07:47
The scamper CAN DEFINITELY be annoying, although after a bit I know why they do it (until detected, the aliens are actually considered a single entity, and are tightly bound. You'll notice this when you see more than one of the aliens moving at once). The scamper is done to take the aliens out of an exceptionally vulnerable position. The bad thing is that they occasionally do cheat.
Having said that, I have never seen an alien get a move after their scamper, and the aliens do not appear to be functionally active until they are "live" which would result in this scamper occurring.
If possible, I'd recommend making a video of what you see and providing a save game to Firaxis, because if they are moving with their blood call, I'd consider that a bug. Unfortunately I have never seen it in any of my games so I can't really understand precisely what happened. Unless I'm mistaking something about how you've described it.
#402
Posté 18 octobre 2012 - 08:39
3 muttons (or was it 2?) walked in from the endge of hte map, from the darkenss outside of my LOS, walking a full move distance and joinign the mutton who did the blood call.
As soon as they did that they played their little animation and moved again. And then they moved again.
They literally moved at least twice as much as my best support soldier can.
That said, I noticed a few times that blood call seems to draw all nearby muttons.
#403
Posté 18 octobre 2012 - 08:47
It's a bull**** tactics, but I guess it reinforces the difficulty aspect.
It's not a bug, it just happens on their turn sometimes, leading to an unfair advantage.
#404
Posté 18 octobre 2012 - 08:54
I would guess that the third they moved was dashing. Or did they actually got a whole new movement turn?
#405
Posté 18 octobre 2012 - 08:55
That must have been it. So at least the accuracy should be lesser... Might make Supress fire and Smoke Nades more usefull... Thanks!Allan Schumacher wrote...
Mutons do go from using Light Plasma to the regular Plasma Rifle. It hits harder, but on the plus side isn't as accurate!
Then I was probably just imagining things again. But they are sure damn accurate
Also, I totally said that backwards. I've seen them shoot after moving (we can do that too!), but not move after shooting!
Yes, but not our Snipers
Well, I guess Snapshot could remedy that... at least they don't get SquadSight (I hope)
Modifié par Haplose, 18 octobre 2012 - 08:57 .
#406
Posté 18 octobre 2012 - 09:03
I read it as 3 moves; Dash(2moves) and scurry.
If it really is cheating like that, then that's some BS. Especially on higher difficulties.
Actually, the whole free move thing is bull**** period IMO. Why not let us ambush the bastards, they can do it to us. It's adding artificial difficulty if you ask me.
#407
Posté 18 octobre 2012 - 09:06
Haplose wrote...
Yes, but not our Snipers
Well, I guess Snapshot could remedy that... at least they don't get SquadSight (I hope)
If you ask me the Archangel armor and squadsight for Snipers is THE way to go. Enormous LOS so the problem with moving and not being able to shoot is obsolete. That combined with the plasma sniper and I pity the fool who dares to stay in my way... until my sniper gets a hysteric breakdown once again
Modifié par TobiTobsen, 18 octobre 2012 - 09:13 .
#408
Posté 18 octobre 2012 - 09:08
Initially I thought the snipers werea bit tricky to use, but they really come into their own once one gets elevation and squad sight. Being able to consistently kill most targets I encounter in one shot is always satisfying.
Modifié par billy the squid, 18 octobre 2012 - 09:17 .
#409
Posté 18 octobre 2012 - 09:35
And often moving to get LoS means exposing youself to alien fire.. which sucks when you can act only next turn. The big problem is I often have trouble guessing when the Sniper will have LoS and where not.
But when the Snipers do get a clear shot, they absolutely rock, I very much agree!
Modifié par Haplose, 18 octobre 2012 - 10:02 .
#410
Posté 18 octobre 2012 - 09:36
Allan Schumacher wrote...
Bostur wrote...
Oh and a small pro-tip for Allan if you ever plan to revisit Ufo Defense or Terror From the Deep. You can open doors by right-clicking the far side. A pretty essential feature. ;-)
I just loaded up the game and tried this on a UFO door and it didn't work (though I did lose a lot of TU from turning in a variety of directions)
EDIT: Although rather appropriately, I was shot taking one step out of the Skyranger when I tried a different mission.
EDIT2: Still doesn't work with regular doors either, so I'm apparently doing something wrong. I've tried standing right in front of the door, just off to the side, right clicked on the square opposite the door, the door itself, and so on.
Hmm. I just loaded up the version I have installed and it won't let me do it either. It's probably what FFLB says a feature added to TFTD. I stand corrected, my memory is playing tricks on me I guess.
As long as it's not a blaster bomb, you will be fine. ;-) An X-COM classic feature for sure.It doesn't seem to be the case for the original... (two guys killed by interrupt fire walking off the skyranger...
)
Maybe if they scamper in their own turn after having spent most of their move, they get another move. Sometimes I've seen the scamper move being applied to aliens already in combat, which I guess is not supposed to happen.The scamper CAN DEFINITELY be annoying, although after a bit I know
why they do it (until detected, the aliens are actually considered a
single entity, and are tightly bound. You'll notice this when you see
more than one of the aliens moving at once). The scamper is done to
take the aliens out of an exceptionally vulnerable position. The bad
thing is that they occasionally do cheat.
To me it generally seems like a sensible way to handle it. But the animation makes it feel odd when it's applied to a group that advances agressively, or is joining an ongoing fight.
I'm starting to hate thin men. Their poison attack can really mess up a plan, especialy when fighting several groups of them. I don't think they use different rules, but their jumping animations may sometimes make it seem like they move several times and then fire. They can also advance further because they don't need to move around obstacles.
#411
Posté 18 octobre 2012 - 09:39
You will be making it rain bullets, which I have not seen even Aliens outsmart, and as added bonus, can nuke from orbit, as capitalist pigs say.
#412
Posté 18 octobre 2012 - 09:43
brettc893 wrote...
If you babies are thinking Sniper and Archangel Armor are good combo, you should be trying HEAVY AND ARCHANGEL ARMOR.
You will be making it rain bullets, which I have not seen even Aliens outsmart, and as added bonus, can nuke from orbit, as capitalist pigs say.
Nobody can outsmart bullet!
#413
Posté 18 octobre 2012 - 09:56
Haplose wrote...
Right, when the terrain allows. Problem is if there is none or no visible way of accesing it (grappling hooks would be nice then, I suppose) or the only serious elevation is the roof of the building where all the aliens are....
And often moving to get LoS means exposing youself to alien fire.. which sucks when you can act only next turn. The big problem is I often have trouble guessing when the Sniper will have LoS and where not.
But when the Snipers get get a clear shot, they absolutely rock, I very much agree!
I divided my barracks into 2, 5 man squads. So I only put one sniper in each squad. They lack the ability to suppress like the heavies and the mobility of assault and support classes. At least the level that I have at anyway. I had difficulty using them too. I tend to push up with the rest of my squad, use cover and the deploy the sniper out to the flank o rjust behind the rest of the squad at an angle in cover to lock down an avenue of approach.
It worked well so far using suppress from a heavy gunner and the sniper to outflank so the enemy's aim is reduced and the thrreat to my sniper is decreased. I haven't lost anyone, yet.
#414
Posté 18 octobre 2012 - 10:00
billy the squid wrote...
Haplose wrote...
Right, when the terrain allows. Problem is if there is none or no visible way of accesing it (grappling hooks would be nice then, I suppose) or the only serious elevation is the roof of the building where all the aliens are....
And often moving to get LoS means exposing youself to alien fire.. which sucks when you can act only next turn. The big problem is I often have trouble guessing when the Sniper will have LoS and where not.
But when the Snipers get get a clear shot, they absolutely rock, I very much agree!
I divided my barracks into 2, 5 man squads. So I only put one sniper in each squad. They lack the ability to suppress like the heavies and the mobility of assault and support classes. At least the level that I have at anyway. I had difficulty using them too. I tend to push up with the rest of my squad, use cover and the deploy the sniper out to the flank o rjust behind the rest of the squad at an angle in cover to lock down an avenue of approach.
It worked well so far using suppress from a heavy gunner and the sniper to outflank so the enemy's aim is reduced and the thrreat to my sniper is decreased. I haven't lost anyone, yet.So fingers crossed. I'll try upgrading them with laser tech soon.
I tell you: Using snipers is downright murder in the later stages of the game. The guys hit like freight trains over half the map
Modifié par TobiTobsen, 18 octobre 2012 - 10:36 .
#415
Posté 18 octobre 2012 - 10:31
billy the squid wrote...
I'll try upgrading them with laser tech soon.
Oh yes, Snipers with Lasers and upgraded S.C.O.P.E.s are absolute beasts!
Actually the Headshot ability is a bit dissapointing... Snipers hit critically all the time anyway... Wish it added more accuracy instead. Though it may be usefull at the beginning.
#416
Posté 18 octobre 2012 - 10:32
Modifié par Haplose, 18 octobre 2012 - 10:33 .
#417
Posté 18 octobre 2012 - 10:34
I really hate this about the game.
#418
Posté 18 octobre 2012 - 11:17
Lotion Soronnar wrote...
I only have 1 sniper in my game. Can't seem to get another one.
I really hate this about the game.
I have got 2 psi trooper in my game among 50...
Just two...
#419
Posté 18 octobre 2012 - 01:45
I totally agree. Headshot is kind of a wasted perk for me, at times. Accuracy would be my preference in the beginning (just hit the dang thing!) Although it is rather satisfying to use a Headshot on something you'd normally just injure, have the shot connect, and get to watch the turd explode into bits. If they miss the target with Headshot, though...that's just disappointing.Haplose wrote...
billy the squid wrote...
I'll try upgrading them with laser tech soon.
Oh yes, Snipers with Lasers and upgraded S.C.O.P.E.s are absolute beasts!
Actually the Headshot ability is a bit dissapointing... Snipers hit critically all the time anyway... Wish it added more accuracy instead. Though it may be usefull at the beginning.
I got past the map I was on last night, finally. It was a ship landing with lots of Berzerkers. The last time I'd played, I kept losing female squad members, so I kept reloading. Finally it was in the cards to move on (yay!). And finally I can make Titan armor. I just need to squeeze out some more cash, and I'll be on to Archangel.
So what is the secret to not losing members of the council? In that playthrough, I've already lost 5. I know the obvious - add a satellite to the most panicked countries, and do side missions when they pop up for those countries, but what else can you do?
Modifié par happy_daiz, 18 octobre 2012 - 01:48 .
#420
Posté 18 octobre 2012 - 01:56
Prepare the body bags...
Satellites helps with panic. 3-4 satellites a month is about right and keeping a couple in reserve just in case you need a quick panic fix.
When an abduction mission pops up, back out and look at the situation room. Choose your destination based on panic levels instead of the reward. Wait until the end of the month to launch sats in max panic countries. Completing the base invasion reduces panic across the world.
Also dont worry about losing countries, 1-2 loses are OK. (not for that countries ofc, but sometimes you cant save everyone.)
#421
Posté 18 octobre 2012 - 01:59
Coincidence? You be the judge!
#422
Posté 18 octobre 2012 - 02:02
Once I get the squad outfitted better, I'll see what I can do about that stupid base.
I didn't realize until several hours into my first attempt that you could build and keep satellites on hand. I saw the error message, and just thought, "crap, I have to wait until I have an uplink". I was so wrong. /facepalm
I usually build 2 satellites per month, but I'll make more and see how that goes. I might just start all over. I keep botching things, and I'm already on my 4th attempt.
Modifié par happy_daiz, 18 octobre 2012 - 02:08 .
#423
Posté 18 octobre 2012 - 02:11
happy_daiz wrote...
So what is the secret to not losing members of the council? In that playthrough, I've already lost 5. I know the obvious - add a satellite to the most panicked countries, and do side missions when they pop up for those countries, but what else can you do?
I believe it's by design that you can't actually keep all memeber of the council without superhuman effort. I've been rocking my second game, but I still lost two nations.
#424
Guest_Lathrim_*
Posté 18 octobre 2012 - 02:12
Guest_Lathrim_*
TobiTobsen wrote...
The French are always the first country that leave the council in my playthroughs.
Coincidence? You be the judge!
Same for me.Three playthroughs, France was always the first to leave XCOM.
#425
Posté 18 octobre 2012 - 02:14
happy_daiz wrote...
I didn't realize until several hours into my first attempt that you could build and keep satellites on hand. I saw the error message, and just thought, "crap, I have to wait until I have an uplink". I was so wrong. /facepalm
I usually build 2 satellites per month, but I'll make more and see how that goes. I might just start all over. I keep botching things, and I'm already on my 4th attempt.





Retour en haut





