I like game but my biggest problem is that aliens get extra move on sooting. Why i don't get free move on spot by aliens. This is just stupid.
It's mainly to hide the lack of an AI. It kinda works, but at the same time, garbage decision. But try to think of it as NOT an ufo game, you will probably like it more.
And once again people I am ready for some Nforce multiplayer - Tottercampione on Steam.
Right now I mostly meet people with snipers on overwatch that never moves and that together with disconnects gets lame really quick.
I added you on steam, havent played mp yet. Should be easy to set some secondary rules (like use of all different classes/aliens etc)
And once again people I am ready for some Nforce multiplayer - Tottercampione on Steam.
Right now I mostly meet people with snipers on overwatch that never moves and that together with disconnects gets lame really quick.
I added you on steam, havent played mp yet. Should be easy to set some secondary rules (like use of all different classes/aliens etc)
Cool because MP is great fun - but already the players are annoying.
I mean I like to win also, but I also like to have fun while doing it and trying different tactics etc.
I should be online rest of the day - just give me a shout when your ready!
Why do heavies suck so much?
I've got a full levelled up heavy and in most fights he never has more than a 50% chance to hit anything. Yeah he's got lots of health, but if you move him close enough to get a decent shot, he'll get flanked and roasted.
It seems like their aim doesn't keep pace with the other guys.
That's correct.
But even in real life you wouldn't use heavy machine gun to shoot down only one foe at distance. I use their primary weapon only for an eventual "close last enemy standing finish" situation.
So heavies are meant to be used for suppression fire, armored kills or as a last chance over a critical shitty situation (with rockets).
And as said, the perk giving +10 aim to the whole squad can be handy.
There is a support option to suppress. is the heavy's suppression any better?
If an enemy gets close enough that he's got a decent shot at hitting them, any other guy would be just as good. Assault guy with shotty would likely do more damage.
What's the +10 whole squad aim perk?
The problem with getting them in close to make a kill is if anything fucks up, you've left them close and likely vulnerable.
There is a support option to suppress. is the heavy's suppression any better?
A Support will possibly have a higher Aim, but their weapon will (probably) do less damage. A Heavy can take the skill at Sergeant while a Support gets it at Lieutenant. It's a wasted ability for a Heavy (Shredder Rocket is better IMO) and also wasted for a Support that is intended to be a medic. Possibly useful for a general purpose Support though.
crossmr wrote:
If an enemy gets close enough that he's got a decent shot at hitting them, any other guy would be just as good. Assault guy with shotty would likely do more damage.
Yes, an Assault is who you want for up-close work, especially if they have Close Combat Specialist.
hmm.. i've been playing the FLT version all along without issue and I've just loaded it up and encountered strangeness. The menu screen was stuttering non-stop. So I managed to get the mouse to exit and shut it down. I loaded it up again, and totally fine, but when I loaded the game, the game itself was stuttering and full of glitches. Tabbed out, and back in. It's not stuttering but there are weird artifacts all over. Another tab in/out and stuttering non-stop.
So right off the bat, we've got the support with a better aim percentage and more criticals. He will hit more, and is more likely to get a critical which will give him more damage than the heavy 1 shout of 10.
Over 10 shots (all things being equal)
Support:
9x7=63 + 3 for 1 critical, 66 damage
Heavy:
7.5*9 = 67.5 damage
There are a lot of other things that play into this, like what perks you take, sentinel and covering fire give the support 2 shots while on overwatch, basically no matter what. Heavy can get 2 shots, but only in the situation where he doesn't move, or his first reaction shot needs to hit.
It's a tough balance, but unless you need the massive health to tank, you might also be better off going with the support guy. You get an extra inventory slot (non medic can take a scope and chittin) and despite the average working out in heavy favor, on a shot per shot basis, the support is more likely to hit.
You probably don't have 10 shots to work the average out.
That's assuming you want to use a Heavy to shoot things. As I and others have suggested, that's not their role. It's to blow shit up with rockets. If you aren't planning on using them for that, then yeah you are better off with other classes.
Well heavy does get to guarantee damage from Suppression with the right perk. Heavy can be a good life saver in tough spots. I still think having 1 in a squad is best. Support can heal, but that takes up the turn, which probably won't be enough to turn the tide for you if you are already down a few men or their turn had been used.
A heavy would be able to do that in a couple of situations. Since the AI spawns in groups, you can to use the rocket lanucher to great effect. And I would take living squad over loot any day. Might as well blow them up if you are in doubt.
However all of that are situational, so 1 heavy is enough. I usually go with said heavy with 2 support, 2 sniper and 1 assault. Put the best armour on one of my "Reaction shots" support and act as a secondary assualt, 2 snipers with double tab, the rest are in the back with suppressive fire / smokescreen.
That's assuming you want to use a Heavy to shoot things. As I and others have suggested, that's not their role. It's to blow shit up with rockets. If you aren't planning on using them for that, then yeah you are better off with other classes.
Indeed I rarely use them as gunners, but I run 2
1) rockets soften groups up to allow the rest of your squad to clean up
2) cyberdiscs were never a problem in my playthrough, they got simply f'd up
3) when 1 and 2 dont apply they make very good tanks that buff/debuff. Suppresive fire with holotargetting can tip the odds in your favour
Yes doubletapping snipers probably negate the need for some of the above, but all of mine died and at some point when cyberdiscs start popping up I couldnt put up much else than 2 heavies, and I ended up using it to my benefit.
I have a question:
I'm still waiting for my code from the "Hookups" group....
But after already waiting so long, i want to play this damn game now
So if i start playing the cracked version with some mods from XCOM-Nexus, can i later copy everything over to the legal version without problems?
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What the hell does the Cyberdiscs do? Every time it just runs into the squad and get destroyed. Is it just a suicide bomber? I know it explodes when die, but that can't be all?
I have a question:
I'm still waiting for my code from the "Hookups" group....
But after already waiting so long, i want to play this damn game now
So if i start playing the cracked version with some mods from XCOM-Nexus, can i later copy everything over to the legal version without problems?
Saves should work as long as you keep same language.
All you will miss is steam's achievments you would have got in your "yarrred" play time.
I have played the yaaarr version too, but I started over with my legit copy.
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What the hell does the Cyberdiscs do? Every time it just runs into the squad and get destroyed. Is it just a suicide bomber? I know it explodes when die, but that can't be all?
They have a couple of different attacks. They lob grenades usually when in their "spider" form. Presumably if you haven't seen that yet then you are killing them in the turn they appear.
They are supposed to have a "Death Blossom" attack from what I understand, which I gather is the gun attack, but I have only ever had them chuck grenades at me that I can recall.
It's interesting looking at the model in Max. It seems like they cheat the transformation by hiding most of the bits that seem like they pop out from the inside. When it's in disc form all the limbs and tail etc are still there, just invisible.
They do look very exotic and threatening every time I sees them, so I usually do whatever I can to kill it ASAP. The spider form sounds unpleasant, good thing my instincts were right then
Terrible video, but here's a guy going up against 3 at once (and getting raped):
Another example where the heavy would shine, with heat ammo - thats an very easy skill choice, he deals double damage to Discs and Sectopods, thats 2 of the best opponents to you.
I think the balance is very good between the troops. But out of 6 lategame troops on classic or impossible I would choose 2 snipers, 2 heavys, 1 assault and 1 support.
I would never build an support, for anything other than medic and hence only need one. I also always move my assault first and LAST (if the need for run and gun), because he is the guy, that cleans up the mistakes my squad makes -
so if my sniper miss that 95% shoot, he goes up close to kill that bug before it can dish out.
Heavies are always rocketmen, thats there role and I normally "move" them second last, they can clean the area of "mistakes" or I rocket with them first if in a hot zone - suppression takes so much ammo and that ability is null, compared to the snipers disabling shot.
Snipers? They just kill everything I point them to.
where's the cheapest place to buy a steam code now?
Well i think i want to buy it somewhere else, instead of waiting for my other order or playing the yarr version, so quoting this
The RU versions seem to all be region locked. And the cheapest legit key i found, is 36$ from GMG with coupon?
I think the GMG version has gone up to $40 since launch ($50 less 20% voucher). It was $36 when it was on pre-order. Unless you have a trade-in or a better voucher.
AFAIK a gunslinger sniper with a foundry upgraded pistol does one damage less than an equivalent rifle. They're almost equal with a plasma pistol to support or assault wielding a plasma rifle.
Not to mention with six snipers you have an abundance of probes to throw around. Most of the time you never need to reach the aliens' visible range and the rest of the time just one of the six needs to be close, and even that one treats light cover as heavy.
There's just little reason to bring anything except snipers. There's no real downsides and each sniper being able to instagib two of almost anything in one turn, the firepower is off the hook. You could take out two or three sectopods in one turn with them never reaching visible range to fire back.
There's a reason the nr.1 cheese tactic in MP is full sniper squad.
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