Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - Sindain

Pages: 1 ... 33 34 [35] 36 37 ... 49
511
I should note that the context of invasions is somewhat changed now: since red phantoms have a time limit with which to kill you in, facing an overpowered one changes from "I need to get really lucky or die" to "I just need to survive for long enough". (Which I actually think is a pretty cool twist on the invasion system.)

Huh, are there gunna be alternate invasions via other covenants without time limits, something like the duels from the Dragon covenant? Because I imagine the dedicated honorable PvP community isn't going to enjoy having all their battles on a time limit.

(not that I care, I loathe that community, as for me, PvP in Souls is all about being a dick.)

512

Here's why reducing your Max Health on death is just bad design. If you half someone's health for dying, and don't allow it back until they beat the thing they died from, they just become more likely to fail. And since you can be invaded while hollow, someone who dies once is likely to just get camped by invaders who they can't beat because they have twice as much health.

Isn't that kind of the point? To actually penalize people for dying? I mean, there's really not much to penalize with and not make the game harder in the process. Unless you introduce hats or something, I guess.

Also, I think people should probably stop complaining about the invasions during hollow until we know how they work...
Its possible that the chance of getting invaded while hollow is very small, and even if it isn't, the whole "camping" thing probably isn't going to happen very often. Because of what I know about Souls PvP tells me that all the PvP is probably going to be concentrated in one or two areas, like it was in both DaS and Demon's Souls. Though to be fair, this could also mean that you might have to arm up with a small army of allied phantoms just to make it through said areas >.>.


513
General Discussion / Re: I like anime, do you like anime?
« on: January 11, 2014, 10:12:20 am »
The wiki page isn't entirely informative about Jormungand, and I don't want to delve further in case of spoilers so I am wondering, is it episodic in nature or does it have an overarching storyline to it?

I think it has an overarching storyline. I guess it's like Black Lagoon, except about arms dealers instead of smugglers.

Yeah its a lot like Black Lagoon, but with more of an overarching storyline. Episodic for the most of it.

514
Other Games / Re: XCOM: Enemy Unknown (New by Firaxis)
« on: December 03, 2013, 04:43:14 pm »
So I had my first terror mission on Classic Ironman that was nothing but chrysalids. It was the second terror mission. This is still EU, so zombies still chestburst into more chrysalids who can breed more zombies to make more chrysalids and you get the idea.

It was pretty intense. Killed 20 aliens in all, all of whom were zombies or chrysalids. Saved 9 civilians. Only reason I saved 9 and not 3 was because I apparently managed to kill all the chrysalids before they consumed everyone.

I had a pretty similar experience on one of my I/I games in EU, I wanna say my fourth one. My first terror site in that game wasn't entirely chrysalids, they also had a few squads of floaters. It was on that one cafe map, and during the start of the mission my squad got bogged down by the floaters, who took the high ground. The floaters killed a few people but we managed to take em out, but all the chrysalids had been doing during this was killing civilians. I was too scared to enter the cafe because I figured the chrysalids and zombies would just eat all mah brains in the close quarters, so we waited it out by the truck at the entrance. Musta killed about 3 chrysalid sqauds, and about 10 or so zombies and a few extra chrysalids. Only one civilian survived.

Waaaay later into that game one I had another terror site on the same map, nothing but sectopods. Was something like 7 sectopods, and I managed to set every single one off at spawn.

It was a bad day.

Managed to pull through, since I had almost max tech and quite a few of the sectopods just ran away after activating (though hunting them down was a pain, the whole "sectopods can shoot at people they don't see" really ruined my day.) Lost a few of my relatively unimportant people,  but my col. sniper suffered a critical wound when they comboed a rocket barrage and car explosion to one shot him from full.

515
Other Games / Re: XCOM: Enemy Unknown (New by Firaxis)
« on: December 02, 2013, 08:06:37 pm »
I have a glitch in my current game where the Jellied elerium and Kinetic punch foundry upgrades are carrying over between games... and stacking. I have 19 damage flamethrowers and 27 damage rocket punches...

516
General Discussion / Re: The Spambot Discussion Thread
« on: November 30, 2013, 07:08:45 pm »

Quote from: Haribol2332

___________________

if you really want to be happy then follow these 6 Things which are No illicit sex, No gambling, No drugs ( No tea & coffee ), No meat-eating ( No onion & garlic's )

My question is why are onions and garlic considered meat here?

517
Other Games / Re: XCOM: Enemy Unknown (New by Firaxis)
« on: November 24, 2013, 12:07:52 am »
Endured base defense while three of my best soldiers where having their heads looked at to see if they could kill with their minds.

I'm pretty sure the trigger for base defense is building your psi labs, so you really shouldn't shove your best soldiers in right away if your worried about it all.


On a another note.... I'm disappointed. There was that whole article ranting about how Impossible was made even more impossible, but my current II game is disappointingly easy >.>. Sure had some rough spots early on, and I realize the late game was never as hard, but in my II games in Unknown I still had a challenge in the late game. Now, between my two col. mechs and my mimetic skin scout everything is just kinda getting wasted. I don't have to worry about actually using decent terrain because they will always choose to attack my mechs over my people in shitty terrain, even though they can't possibly kill either of my mechs in less then 4 shots and in many situations easily flank and kill other members. With the retarded amount of explosives I get I barely even have to chance not doing full damage or missing. Oh, and while the Exalt missions are fun, over the course of two ironman games I have had 0 casualties facing them and seen them launch a total of one rocket.

The only death I've had in the past ~30 missions was one where I had a team with 4 squaddies and one of my mechs, and it happened to be the first time heavy floaters showed up.

(Though I partially blame actually doing Slingshot for the second time in like 15 games)

518
Other Games / Re: XCOM: Enemy Unknown (New by Firaxis)
« on: November 20, 2013, 05:46:21 pm »
No, first two skill levels aren't random, and the associated abilities can't be randomed.

*Edit*
Though this may only apply to snipers? (I know first ability isn't random for all classes though.)

519
Other Games / Re: XCOM: Enemy Unknown (New by Firaxis)
« on: November 19, 2013, 09:57:43 pm »
I'd say Not Created Equally pulls you down about a quarter of a difficulty level.  While it is true that it can produce worse soldiers than normal, you aren't going to use those soldiers.  So for all intents and purposes it represents a ~10 aim buff to all your soldiers at no cost.  It completely changes the dynamics of the early game to have supports and assaults that are worth shooting with at range.  The main cost of using it is that if you suffer heavy casualties before you have money to get new rookies, you might find yourself digging into your reserves of bad shooters.

Compare to training roulette, which doesn't let you know which soldiers are good or which soldiers are bad in advance.

True, but manly men pretend that they don't have magic numbers indicating the exact accuracy of all their soldiers and just take whoever happens to show up to the skyranger first. :P

520
Other Games / Re: XCOM: Enemy Unknown (New by Firaxis)
« on: November 19, 2013, 05:28:10 am »
I feel that mechs are pretty damn boss. They're a bit lacking early game due to ammo issues and a lack of explosives, so you really have to have use that first ability you get decisively, but once you get ammo conservation, bullet swarm, and the ability that increases their ammo supplies? They just start raping, especially with the 3 grenades or aoe heals they get at 2nd level mechs.By the end of the CI game I beat a few days ago, my two mechs were literally just running straight through levels and duoing just about everything.

On progeny, I think the missions are fine, but I think the 4 guaranteed psionics are kinda silly. With that you can get almost a full team of psionics even with more than human on! >.>

One concern I have about slingshot is that within might have made it easier. Alot of people complained about how Slingshot gave you a massive bonus if you beat the missions, but it was kinda balanced by being really damn  hard, but now the new council missions such as progeny and whatever that damn french convey mission is part of postpone the missions and allow you to get much better tech before taking them on. Haven't actually played a full game with Slingshot though, so this could all be irrelevant  :P

521
Other Games / Re: XCOM: Enemy Unknown (New by Firaxis)
« on: November 18, 2013, 04:12:06 pm »
Yeah Mimetic Skin is pretty crazy, especially since the only people who can see through it only appear on UFO crashes and only in one squad always at the bridge, barring the occasional sectoid commander accompanying a mechtoid.

522
Other Games / Re: XCOM: Enemy Unknown (New by Firaxis)
« on: November 18, 2013, 05:17:47 am »
That may be true, and if it is you wouldn't be getting any of that additional meld, but the math still supports the two mech build if you get all the canisters, 60 meld from the missions than another 40 from researching meld recombination, and you only need 50 for each mech (40 for suit and 10 for augmentations).

*Edit*
One thing I didn't realize until i got to work today, is you actually can get 80 meld from canisters in the first month, you forgot the first mission. (the first mission, one ufo crash, and two additional abductions always happen in the first month, at least on impossible.)

523
Other Games / Re: XCOM: Enemy Unknown (New by Firaxis)
« on: November 18, 2013, 05:08:55 am »
In my first few attempts at EW I didn't quite understand how you got MECs. I thought you needed a foundry, and was too afraid to augment a soldier and end up with them being useless for a bit. After several failed playthroughs, the first MEC I got was in JULY. That playthrough was doomed in the end, unfortunately.

Now that I have a proper understanding of them, I've got a playthrough going where I got 2 MECs in the first month.

If anyone thinks that's excessive, may I redirect you to Total Biscuit, who was playing with 3 MECs, classic, and doing fine.

Assuming you aren't replacing dead MECs, each MEC trooper you put out costs 50 meld (10 for augments, 40 for suit).  You get 40 for the meld recombination research, so you need 60 extra to get two suits out in the first month.

There are 3 meld giving missions each of the first two months.  That means 60 meld per month if you get all the meld possible.  So... is my math right here?  I've been trying to think of an II MEC build.
I think I might have shitty memory. I think I might of gotten the second MEC in the second month.

You can also get meld just for winning missions; though honestly not sure if the ones that early give any meld other than the canisters.

Got my first MEC just now in the second month. Am I doomed for not rushing them?

Not really, despite all the hype about it, you could probably beat the game without any meld just fine, other than maybe II. (certainly not a bad idea to rush them though.)

524
Other Games / Re: XCOM: Enemy Unknown (New by Firaxis)
« on: November 17, 2013, 09:05:56 am »
Oh just fuck operation Portent.

And more or so, all Thin Men deserve to burn. Gods of shots that should not hit, and strangely enough, of missing ones that should hit.

Results over various playthrough attempts:

First time: Team Wipe.

Second time: Smashing Success.

Third time: Barely scrape by with a one health MEC.

Something has changed in Thin Men. The creators have supposedly said they didn't change anything in Thin Men. If that is the case, then that means they changed something on a broad scale that affects them, whatever it is, and has changed them into gods.

Since when haven't Thin Men been gods? I don't know about you, but when I was doing my II runs in Unknown I was always more scared of Thin Men than Mutons!

525
Other Games / Re: XCOM: Enemy Unknown (New by Firaxis)
« on: November 16, 2013, 08:58:47 pm »
Yeah base defense is part of the "Progeny" mission line, and doesn't really matter whether or not you sell teh exalt weapons, as your just stuck with whatever your last squad that was on a mission had. So if you have the equipment for one squad more doesn't matter.

Pages: 1 ... 33 34 [35] 36 37 ... 49