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How do I get good at this game
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>>2144399
playing it
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>>2144399
Do the practice run with disabled timers on missions so you can learn the mechanics and get familiar with enemies.
Turn them back on when you get the grip how the shit works.
Keep your resident nigger sciencist well supported - research will give you an edge over ayyyys
Faction heroes are kind of glass cannons, especially early on. They can hit hard, but will also be fucked hard if catch at the wrong time.
Invest in infirmary and use healing buff from Templars - being able to put your guys back to the fight quickly is critical
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>>2144399
I got really tilted last time I played, I was having tons of fun playing ironman instead of save scumming, great experience. That was till I hit a bug that fucked up my game and couldn't go back to a load to get past it on a mission.

I quit and was mad and sad.
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>>2144458
You had a 97% chance to avoid that bug. You should have known better.
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>>2144399
What difficulty? The answer is different for each.

>Normal: Just learn the enemies and play fairly well. No one can outright kill you in a single hit except for a few, so you can afford to make a mistake or two if you have medkits.
>Commander: Work towards mag weapons and armor fairly quickly. Start a Psi program as quick as you can because getting a Psi caster out early will make the game far easier. Get extra bodies as you lose people and make sure you're within striking distance of the black sites as they come up in case the Avatar project advances too much.
>Impossible: Pull as much experience to one soldier as possible, rush promotions so you can unlock six man squads ASAP. Rush weapons because you absolutely need to kill all enemies the turn you spot them very frequently or you will eventually eat a bad roll and die. Use a Reaper to abuse stealth and identify hostiles after you go loud, they don't even need to attack because their scouting is just that potent. Psi is less useful early on because it takes far longer to develop skills, but having a ranger with a melee weapon against melee-weak enemies is great, as is a well rounded team in general.

>Beta Strike Commander: Play the odds and make decisions based on what will come out in your favor on average. You can afford to take hits since everyone has much higher HP. Expect to take return fire since enemies are much tougher. Smoke grenades and other buffs get to be more useful since combat is slower. Get guns earlier than normal because otherwise you'll have trouble killing Mutons and Chosen.

>>2144458
I marathoned the original, pre WOTC XCOM2, even took time off of work to play it, got to the final mission, and then one of the bosses ragdolled outside the map and had their turn never end. Couldn't even save and reload it, it was just stuck.
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>no xcom 3 ever
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>>2146160
I would've said the same thing about the XCOM remake, but here we are. Maybe the stars will align ten years from now and we'll get another XCOM that's just as good as the rest.
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WHAT'S WITH THE FUCKING SHUTTERING
THE FPS IS STABLE, BUT IN SOME CUTSCENES IT FEELS LIKE MY PC IS GOING TO BRICK
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>>2146384
>we don't need to optimize, it's turn-based!
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>>2146384
the game is just a fucking mess
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>>2144458
xcomx EU was bug-free but xcom 2 had a ton of retarded bugs, never understood why people would play that on ironman over just having some self-restraint and not save scumming
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dating sim mod... looks like it's time for a replay
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>>2144399
1. If you can't flank a target when it is behind cover, use grenades to blow up the cover. Grenades are really useful when used this way. Knowing this, from my memory, most of the explosive grenades aren't good for killing/dealing damage.
2. Go for lasers first
3. Aliens have preferences for what move they use. For example, Sectoids love to use their first turn reanimating a corpse rather than trying to kill you.
4. Try to keep a squaddies with each other. Relationship bonuses can give you extra turns if it is high enough
5. Don't aggro too many PODs at once or you will get overwhelmed. What I liked to do, was throw spotter grenades around the area I'm fighting in. If POD
6. Building up on the previous point, wipe out the POD as quickly as possible. Combat will attract PODs nearby, so you have a limited amount of time before more aliens spot you and join in on the fight.
7. XCOM 2 isn't really a stealth game. Most objectives require you to wipe out every alien on the map. In fact, the game actively tries to screw you over when you try to stealth for too long. Pods will actively move between you and the objective even when you aren't spotted.
8. Don't worry too much about the Avatar project. Honestly, most of the "losses" that people have are when their A and B teams get wiped. They lose their mental then restart because they don't want to bother trying to build up a team especially after the aliens are roided up. That being said, keep your guys alive. If a mission is impossible, sometimes it's not worth losing your A team over it.
9. Utility grenades like frost grenades, stun, etc are extremely useful. Experiment and see which ones you love. Except for the smoke grenade.
10. Don't get shot at. If you can, get your units get behind cover that blocks enemy vision. There's a chance that the enemy will waste their turn sprinting to you. If you're lucky, they might end their turn not behind cover.
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>>2144458
That's why I don't do "official" Ironman but just Ironman in practice i.e. never reloading unless the game literally crashed.
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I like the first xcom more. Use a mod that turns the colors more borderlands like and adds film grain and some other mods that speed up overwatch and some more stuff it is such a good game for a quick playthrough
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>>2144399
2 is just borked, in the end the rng map generation is going to dump 10 patrols on you after moving one step off the start title.
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>>2144399
Man i hate these capeshit villains and super soldiers the DLC introduces.
I know im in the minority here
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>>2160520
you can turn them off even long war has that option
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>>2160520
I like the super-soldiers. They’re very fun, very powerful.
The capeshit villains are worse. They never shut up, they’re tough but not nearly tough enough for the shit they talk, and their finale stuff is really weak. You raiding their base, them attacking yours, their respective final battles, the complete nothing when you kill them all, all of it. Very good in concept, but way too half-baked in execution.
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>>2160520
I like the Skirmisher. All his moves and abilities are ass but you get to use a lot of them per turn so it becomes a puzzle to figure out how to squeeze as much juice out of him as possible. The Reaper and Templar are just broken however.
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>>2161228
All the heroes are really fun.
Skirmishers suck and I don’t know why. They have all these abilities that sound really cool, then you look further and lol nevermind it’s actually shit. None of the drawbacks feel warranted either.
Templars are good, but fall off pretty hard latter in the game unless you get lucky with training center skills. A templar with bladestorm, fortress, etc charges into pods and just tears them apart, a templar without is just pretty okay.
Reapers are busted, but not in the “kill everything” way, more that having a scout is insanely important and they’re far and away the best at it. Honestly, they should have just buffed or overhauled stealth rangers or the stealth system entirely and done something else with reapers.
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>>2161976
Skrims is all about utilities. Take perks for grenades and equip all sorts of uniq grenades, and they are enough good for taking slot.
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>>2162187
That’s just a worse grenadier.
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>>2162784
Grenadier not have all those moving and utility skills.
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>>2162975
Grenadier can grenade from across the map, forgoing the need for those movement skills, and have utility of their own. You basically always want a grenadier on a squad, maybe even two, and that's just not true of skirmishers.

Speaking of movement abilities, that's probably what Skirmishers should have focused on. Grappling behind enemies and mowing them down with high-ground flank shots feels slick as hell, so make that their MO. Give them abilities that benefit flanking or using high ground and more control over their maneuverability. Man, imagine if they got death from above as an XCOM skill, that'd be amazing.
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>>2162987
>he pref slow loud unit for firing across map and activate all pods
Skill issue unironically.
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>>2163831
What the fuck are you talking about? Sound doesn't matter, and firing across the map is much less likely to activate pods then moving and grappling around a lot.
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>>2151654
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>>2144399
>>2144440
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>>2144399
are aliens bad in all these games or is there a game where you can fuck the aliens
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>>2144399
Disable all DLCs
Play
Save
Reload

>>2146160
Chimera Squad
>but that was shit
Firaxis would just make an even more brown girl trans super squad today
Be happy it's dead

>>2151654
This is what we get for letting women into the industry
Endless Legend 2 has this mechanic

>>2160520
>I know im in the minority
I feel like the only people who like them didn't want to play XCOM in the first place
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>>2167690
>Endless Legend 2 has this mechanic
Baller.
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>>2167669
Everybody is probably fucking offscreen in XCOM: Chimera Squad.

Probably.
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So winning the second nucom is basically a bad ending since it leads to what are supposed to be humanity's defenders simping for aliens instead of finishing their mission, right?
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>>2167814
Both Nucoms posit that the aliens are mostly slaves, either via mind control or the old fashioned way. Peace with them isn't impossible once the Ethereals are dealt with, though it does sorta go against the theme of the series.
A teamup like this probably should have been saved for Nucom 3, though. Void foreshadowing pays off and an even greater threat emerges, humanity and now-freed aliens team up to fight it, that old trope.
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>>2167927
>mostly slaves
Skill issue, now face the wall, xenos.



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