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Messages - Dostoevsky

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856
Other Games / Re: XCOM: Chimera Squad - XCOM SWAT, releasing April 23
« on: April 15, 2020, 10:11:45 pm »
I'm not being a "hater", I'm not even a massively devoted fan to new- or old-com, but by removing a little thing like permadeath, meaningful progression and, oh, I don't know, the possibility of failure they have completely excised anything that made X-Com, X-Com.   

Seriously, I wasn't "waiting in the wings" to complain about the game, I was as ready as anyone to get foolishly excited for a SWAT-style X-Com game set in some whacky future city. But then that first dot-point shat all over everything good about the franchise, soooo... might as well make it a mobile clicker game at this point, what with them going for smaller markets or whatever.   

Game over still counts as failure, yes? (Different sort, I know). Perhaps more relevantly, the gameplay preview showed that squaddies put in the 'bleed out' state can end up with injuries, which require cash and recovery time to clear up. Assuming there's some time pressure, that could create enough of a punishment to work.

(There are android troopers that can fill in for troops if needed - they lack specialties like the named squaddies, but can presumably shoot a gun okay.)

857
Other Games / Re: So OpenX-Com...
« on: April 15, 2020, 02:22:46 pm »
I made the mistake of using all my rare earth elements before I researched them, and now I can't buy any.  How would I get more?

In addition to what Rolan7 said, If I recall fighting Sky Ninjas can also give you rare earth metals as loot. Overall, outside of buying them they can be uncommon to find.

Also, what does a plantation do?  I bought one but I don't see any other production options, it said I could produce wheat with it?  Is it automatic?

What Rolan7 said. I've had a decent amount of success getting early-mid-game income by building bases largely filled with plantations.

How risky is making more bases?  Do I have to worry about attacks?

(Mainly what Roland said)

I think there's actually something of a scouting mechanic in, where certain enemy actions can trigger base attacks. E.g. groups of ratmen scouting parties (those hordes of ~100 speed foot patrols) can spot your base and sell the info to the evil overlords. There are facilities that can reduce and (with sufficient saturation) even prevent attacks entirely, but generally speaking just getting some cheap militia to defend a location isn't too bad.

858
Other Games / Re: XCOM: Chimera Squad - XCOM SWAT, releasing April 23
« on: April 14, 2020, 09:29:45 pm »
Edit: Just a back-and-forth system with the potential for fiddling instead of proper initiative, looks like?
Ah, is the OP misleading then? ‘Cause I’d do I’m happy to edit it.

Nah, don't worry about it. You suggested watching the gameplay trailer, which was indeed worth it.

I dunno man. Maintaining peace among different factions in one single huge futuristic city featuring alien-human hybrids from past alien invasions? Seems pretty Apocalypse to me.

Hopefully it does go that direction, but my impression from the trailer seemed more of translating the nations into districts - that is, they don't necessarily interact with one another, you just need to keep them each from getting too panicky.

Regardless, the impression I'm getting from this is that if you liked the combat engine in the more recent XCOM series, you'll probably enjoy this. I'm honestly a bit undecided on how proven the XCOM battle engine is for my personal tastes, but at this price point I may give it a whirl to see if the added complexity pushes it over the top.

859
Other Games / Re: XCOM: Chimera Squad - XCOM SWAT, releasing April 23
« on: April 14, 2020, 03:49:22 pm »
Initiative system alone makes me tempted to pick it up. For some reason TRPGs lacking a proper initiative system just... bug me. The overwatch system in this series mitigates that somewhat, admittedly.

Edit: Just a back-and-forth system with the potential for fiddling instead of proper initiative, looks like?

Gameplay video is indeed pretty informative. Looks like a more tightly focused experience further leaning into the direction taken with the newer XCOM entries.

Also, admittedly I never finished XCOM2, but... does this 'unified city' future make much sense within the storyline of XCOM2?

860
Other Games / Re: So OpenX-Com...
« on: April 14, 2020, 03:46:01 pm »
Off-hand, there's a specific map that takes place in a twisty cave that branches (that's mostly one floor, thankfully) where you have to deal with The Technomancer. Who is a bastard to keep unconscious without killing her. (I ended up surrounding her with ~6 gals and repeatedly punched her in the face for 20 turns as the rest of my group finished the place.) Pretty sure it shows up as a Red Mage mission.

I thought you weren't supposed to capture the technomancer and/or don't get anything special for a capture v. a kill? That is a mission you need to do for that chain, but capture is optional.

Spoiler (click to show/hide)

Anyways, I'd argue X-Piratez is so chock full of content it's okay for certain arcs to be less common / challenging.

861
Other Games / Re: So OpenX-Com...
« on: April 14, 2020, 12:06:14 pm »
It's also a really tough mission if you're lacking certain tech. Harsh environment and enemies that are hard to keep down (and can be fairly well armed).

First few times I had to do it I just popped in, killed a few / took some loot, bugged out. Usually lose less infamy that way and possibly get some loot.

862
Other Games / Re: So OpenX-Com...
« on: April 13, 2020, 02:15:28 pm »
In addition to what everyone else said, what difficulty are you playing?

The hardest difficulty ridiculously buffs enemies and is generally reserved for having a bad time (in my opinion), lowest difficulty does a similarly huge debuff against enemies. The middle ones generally (I think?) only affect enemy numbers. So if the numbers are overwhelming, tuning that down some does help without making things too easy.

I don't think I saw below, but -- don't expect to get a decent combat ship for a while. You can technically get some ramshackle combat ships pretty early, but they won't easily defeat anything tougher than civilian shipping.

Also, try to get familiar with ship speeds/behaviors/etc. Better base sensors will help a lot with this, but even without one can get a sense of what sorts of vessels to steer clear of.

863
Other Games / Re: Mount & Blade II: Bannerlord
« on: April 11, 2020, 01:36:56 pm »
Two interesting tidbits in the latest beta patchnotes:

Quote
AI quality for NPCs is now determined by skill points in the current weapon's governing skill instead of overall character level.

Hopefully this will even the playing field a bit in terms of specialist AI skilled in one weapon v. the champion whose skill with every weapon also makes them even better with one weapon. Also may mean noncombat specialists will be a little dumber in combat, which is too bad (if sensible).

Also interesting just for the fact that skills affect AI combat routines - was this the case in Warband as well? Always seemed to me like in the prior games it was largely a matter of how quickly they hammered off attacks and maybe feinted.

Quote
Holding ready duration for attacks was added as a driven property and tied to melee combat skill in order to make easier/less able AI agents fight less relentlessly (i.e. they will wait for a while before releasing their attack).

I guess this will end up making the 'lone PC clobbered by looters' thing a bit less common, which is too bad.

864
Other Games / Re: Games I want to know about
« on: April 11, 2020, 12:50:03 pm »
Steam Marines looks like Into the Breach/X-com. Has anyone who played it tell us more about what it is and how it plays?

I played it... 6 years ago. For 2 hours. I wish I could remember more about it, but for whatever reason it just didn't 'click' for me.

Tried booting it up again just now, and it crashed my computer. Reinstalled, followed the stickied instructions for solutions to the problems I faced (black screen, can't get out), and nothing worked. Looking at the support thread shows several recent users facing the same problem.

If you've got an older setup it'd probably still work, I guess? They are working on a sequel now, though it's in 3D.

865
Other Games / Re: Mount & Blade II: Bannerlord
« on: April 09, 2020, 09:04:14 pm »
In Warband I always favored heavy sabers. Long, but not too long, fast enough, decent hack and slash attacks, etc. I'm still looking for my new favorite weapon in Bannerlord.

My go-to weapon has been a fine steel cavalry [edit: broadsword] I took from some bandit lair boss. 117 reach for a one-hander. Humorously enough when sheathed at my character's side it's almost dragging on the ground it's so long.

On that note, I've noticed that not all weapons of X type are the same - e.g. I've found "Iron Spatha" swords with different stats but the same name. So probably worth taking a closer look at higher quality weapons even if you've seen them before.

866
Other Games / Re: Mount & Blade II: Bannerlord
« on: April 04, 2020, 09:30:48 pm »
My only objection is that Stamina does not regenerate while traveling. You literally have to sit inside a town and let time pass to regain smithing stamina.

That's why I'm guessing it's meant to be 'time spent forging' - makes you sit in town to simulate the time you spend using their forge. Of course, in practice it's more like some sort of replicatatron that spits things out then needs to recharge (while you hand-crank or something, I don't know)... hence why it's odd like that.

From an 'actually playing the game' perspective, I agree it's not fun as-is.

Where are you finding mods?

Nexus is where I've gone. There's probably better places, though.

867
Other Games / Re: Mount & Blade II: Bannerlord
« on: April 04, 2020, 05:17:42 pm »
Given the timescales in the game it kind of makes sense - simulating the time it takes to smith, I guess - but doing it that way is odd.

Splitting the smelting and refining up between companions helps a bit, though you'll obviously skill up slower that way.

(Click the portrait in the lower left to switch characters)

868
Other Games / Re: Mount & Blade II: Bannerlord
« on: April 04, 2020, 11:12:04 am »
99.9% of companions seem to get base 60 in the combat stats, and 60 in one or two other stats like Riding, Roguery, Scouting.....

So not super high, and slow to level, but higher than the player starts with. You'll know an intended combat monster when they have 120 single hand skill.

Guess I've gotten lucky then? I have: Urgil the Lucky (90 in all melee, 75 bow, 60 other); Ariada the Wanderer (150 in one/two, 170 polearm, 100+ in ranged & riding, 90 athletics); Litka the Shieldmaiden (150 one, 200 two!, 140 polearm, 100 bow/throw/riding/athletics, 80 crossbow); and a healer with 60s.

No idea if companion names/backgrounds are set v. random, but that serves as some illustrative. Note that the better fighters there have no good noncombat skills, though - Urgil's got tactics and the healer's got healing (of course), but the others have nada.

They can level really slowly, but I just noticed -- leveling is based on gaining skill points, not amorphous XP. Chances are they won't be using noncombat skills much, especially if they have no skill to begin with, but at least you can give them some SP by letting them do a bunch of refining/smelting?

869
Other Games / Re: Mount & Blade II: Bannerlord
« on: April 03, 2020, 10:10:28 pm »
I'll confess to having a hard time identifying who is who (tbh I haven't tried much because I've been focusing on the early game w/o getting involved in anyone's wars.) I assume any minor faction noble belongs to one of the nations, based on their banners, so attacking one of them is the same as acting the nation, no?

Incorrect. There are clans which are not aligned with any of the major factions. These guys run around the map with their warband fighting against major factions and recruiting soldiers just like the player. They may have names like "Vaols of the Ember" or "Istus Karakhergait" or "Pippin of the Woodsfolk" and they will only mention a clan and a culture alignment when you mouse over them.

Ah, thanks. Feels a bit odd to just declare war on them out of the blue since they're not hostile by default, but I'll look into that.

Mountain Bandits tend to have good bows and the skills to use them, which can make an absolute mess against unshielded infantry in tight formations. Best to either slowly advance with a shield wall, or charge with a spread formation.

Autobattle however is completely ridiculous. I've seen looters end with better than 2 kills each when facing 10:1 odds against tier 3+ units.

I thought mountain bandits had javelins, not bows? Highwaymen (higher rank type) have warhorses and javelins. Javelins are no joke, though. It seems like any troop with a ranged weapon (except for maybe rocks) can fare pretty well in autobattle. I somehow managed to get an army that consistently never lost men autobattling looters (just wounds), but haven't accomplished that against any other bandit type. And it's a crapshoot as to who I lose - just as likely to lost a top-tier troop as a low-tier one, feels like.

All that said, I'm enjoying it. Being able to have my army operate on their own in battle and just joining in is good fun.

870
Other Games / Re: Mount & Blade II: Bannerlord
« on: April 02, 2020, 08:46:27 pm »
For those talking about in-battle AI, try using the F6 command during your next battle. It assigns the group (or all groups, if you have all selected) to be handled by 'your sergeant' (i.e. the AI). Also shows in the lower-left all the commands being issued to them - it's a pretty active AI, and seems to do a decent job the few times I've done it.

When I'm playing on foot it seems a decent choice to assign your cavalry to it, for example - will e.g. harass or protect your flanks while you worry about more immediate things.

On the board games, each culture supposedly has their own. Only done the Imperial and Battanian ones so far -- not a fan of (perhaps just because I'm not any good at) the Battanian one.

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