std::namespace
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so im not quite getting it: can we revive anyone unlimited amount of times if that gal was assigned a stasis pod once and wasnt evaporated?
Nah, you're good. Charge the ninja HQ first thing.Ah yes, definitely too weak. Sure thing.
Ayup. You do get stacking penalties every time you die from commendations, and the stat penalties are pretty severe so an elite soldier will come back closer to a rookie than elite (except for all the commendations).so im not quite getting it: can we revive anyone unlimited amount of times if that gal was assigned a stasis pod once and wasnt evaporated?
It was kinda bad luck to get him spawn there. Otoh, how did you fail to kill a single not-even-that-tough goy spawning so close to the deployment shack?More basically harmless scrubs in the tunnels below. Why couldn't this be the asshole on the surface? That nuke launcher placement was on purpose I'm sure now, just to fuck over people playing ironman with no spoilers. Well played!
Yes.Or are these thing reason I'm here to begin with?
It looked just like any of the other cubby holes, which don't have this lovely feature, and while it would have been possible to avoid this if I checked the pathing beforehand, I just sprinted there because WHY THE FUCK IS THERE A PIT TRAP IN XCOM?
This is actually a serious problem with the engine. If there's a hole right next to a wall, it's almost or entirely impossible to see it. And the game is real fucking particular about rendering tiles on lower levels as well. So many times I've just completely missed staircases down for several turns. And of course many of the map authors took this as an invitation to specifically design maps so that stairs would spawn in places they're invisible. I eventually just developed a habit of occasionally scrolling down a layer and trying to path there just to see if I was missing something when encountering new tilesets.There was apparently a proper stairwell in that guy's bunker too, not a pit going down. I hate when the game hides shit like that when you're like 4 feet away.
Are they all plasma resistant or are the daggers just utter dogshit?
It is quite fun to have a fuck you button. And there are missions where you don't need to care about the collateral damage.The equivalent is the Russian base in XCF, less annoying, but the map is used twice. Nukes seem to exist for the enemy mostly, as they don't worry about loot.
surface looks emptier than it used to beWhat the actual fuck is this mission.
i would have stayed in the corner, the supers could have skipped you but not if you facetank themOur options are: Stand here and get fucking annihilated by the guys in power armour,
It is highly unlikely that the supers of a faction where even the lowest grunts have both sniper and spotter would miss someone like that.i would have stayed in the corner, the supers could have skipped you but not if you facetank themOur options are: Stand here and get fucking annihilated by the guys in power armour,
is it? how highly?highly unlikely
I cannot decipher that code. In my experience enemies are not nearly as passive as you suggest.is it? how highly?highly unlikely
both are at 33% to act as snipers but have no LOF, i dont know if they'll move to get it as part of sniper behaviour
i would say that actually both are highly likely to try and patrol around, with probably less than 25% chance to turn into that corner
combatodds requires los, and gets a to about 60% (if i read the multipliers right...) worst case, so combat is not actually that likely
Afaik sniper ranks are about how many turns it lasts, not the odds of the behaviour triggering at all?its not about passive or active - the 2 supersoldiers dont have lof, right? well, sniper chance is 33% on both of them - thats the worst case when they actually move to shoot too, they dont have to though
That's probably true. Standing in the corner might also have meant taking shots from the non-supersoldiers first, leading to more turns before bleeding out? Bad situation in general though, death was likely regardless of action.Staying in the corner would have been the optimal play at any rate by making the body more accessible from above, if I'd sent Soup over quickly enough. Realistically though, whether or not the supersoldiers killed her that turn, she wasn't getting out of there. She'd have to turn her back to too many enemies to reach a stairwell, and a tank would have rolled by sooner or later and overkilled her, rather than knocking her out.
Vault status: obsolete.Ah, but a use for the cultural wealth I've piled up is useful! We're better off getting that wealth by turning prisoners directly into workers or turning shit in at the museum, but land deeds are 100 extra inventory space. Very nice.
Money printer go brrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrr
The quest advice stuff is pretty neat. Obviously pretty pointless if you're spoiled or savescrumming, but really handy for me, and I don't mind getting info in this kind of way, where it's built into the mechanics and has a cost to acquire.
Probably really good against shields? Even with 25% damage taken (if there even is a shield with that good stab resist?), you're looking at 275 damage. Getting that close might be hella iffy though.Though I don't imagine 45 stabbing is going to do much against most enemies I'd want a rocket launcher for. I suppose I could just use it to style on some deep ones or something.
Major spoiler:I decided to just leave for now. We'll come back later in full force, I've got a few ideas I think will work well.
Armor is the only gear that exists on a dude, everything else is tied to the ship.Fuck, I'm pretty sure I vapourized their gear by accident. Hopefuly just the armour, I don't think I had anything special equipped on them. Annoying either way.
Humanist safehouses are really fun to do once you get big explosives. Can't be safe in a house if the house no longer exists.
Second question: Does anyone have any questions?
Stolen from Starcraft, top kek.Interesting option here. Not stellar defenses considering it's power armour with a shield, but it's not shabby, and the shield is about equivelent to a bottomless advanced medkit, which is nice, especially on an exosuit.
If it follows the progression of XFIles, they start with small bases that keep growing into full-fledged bases. Or perhaps here they have a super-hq that deploys minor bases constantly, no idea.Found the new ninja HQ. Thats an awfully big icon, I take it they start with a full base and the airfields and shit pop up elsewhere over time?
I hope they let you go with thanks, as it's an enormous space.That is... quite the deployment zone.
You probably have to unlock another title to get more stuff. You can't never have enough scientists.Research is actually catching up now too! We might not need any more brainer facilities after all, our tech list is much shorter and half of it is crap like this; minor variations that obviously won't lead to shit and are quick to finish.
I remember there as a mod that allowed you to buy captures from mercs. Perhaps this was integrated.We've got cash to spare so I decided to go ahead and do this. No idea when we'll ever see a smuggler ship again and they might be hiding cool tech.
What about the loot though?Humanist safehouses are really fun to do once you get big explosives. Can't be safe in a house if the house no longer exists.