BMPixy
Well-Known Member
Well of course he's having a problem, he isn't using a laser/plasma weapon. Those things tear through cover like a small child through wrapping paper.
Actually, I heard in the Long War mod, the walls aren't made of expoldium, fragilite, and Micheal-Baydium anymore. It has now been reenforced with decentanium so it doesn't fall to pieces from a single shot.Well of course he's having a problem, he isn't using a laser/plasma weapon. Those things tear through cover like a small child through wrapping paper.
Actually, I heard in the Long War mod, the walls aren't made of expoldium, fragilite, and Micheal-Baydium anymore. It has now been reenforced with decentanium so it doesn't fall to pieces from a single shot.
Someone must have told him "you can never be over prepared in X-COM", and he decided to challenge that belief.Watching a guy from another forum play XCOM blind. All the cringe. Dude had 4 Nano-Fiber vests and 5 Med-Kits.
Actually, I heard in the Long War mod, the walls aren't made of expoldium, fragilite, and Micheal-Baydium anymore. It has now been reenforced with decentanium so it doesn't fall to pieces from a single shot.
Someone must have told him "you can never be over prepared in X-COM", and he decided to challenge that belief.
Their only crap when you don't use it right. Ghost grenades are AMAZING whenever a soldier is low health and flanked by an enemy and if i am correct dont needle grenades do extra damage to targets but dont work if there is cover am i right on that.I was more so referencing UFO Defense in my post, but whatever.
Hoo boy, reminds me of the first time I got the Tactical Rigging upgrade. YOU GET NEEDLE/STEALTH GRENADES. LOOK UNDER YOUR SEAT, YOU GET NEEDLE/STEALTH GRENADES! NEEDLE/STEALTH GRENADES FOR EVERYONE!
Then I realized how absolutely crap needle/stealth grenades are.
You say that like it's a bad thing. I remember once relying on that happening when I suppressed an enemy, destroying the wall behind him and giving one of my other soldiers a view. It was risky, but less risky than letting them live for another turn.Actually, I heard in the Long War mod, the walls aren't made of expoldium, fragilite, and Micheal-Baydium anymore. It has now been reenforced with decentanium so it doesn't fall to pieces from a single shot.
I personally don't use either of these because needle grenades do exactly what you said and are therefore garbage, and ghost grenades are either too expensive or would take up a necessary slot. By the time I could bring one with me, I usually have ghost armor, which I prefer over the grenade.Their only crap when you don't use it right. Ghost grenades are AMAZING whenever a soldier is low health and flanked by an enemy and if i am correct dont needle grenades do extra damage to targets but dont work if there is cover am i right on that.
I ran into something rather strange a few days ago. I had a snap-shot Col. sniper with ghost armor on, and I moved her into half-cover to help deal with a Sectopod. Out of curiosity, I checked her defense - 110. I later moved her to full cover - 70. Explain to me how, even with the Maj. sniper ability, this works.
It's fine when you get lucky and it works in your favor, but more often then not, it's the aliens that benefit. I can't begin to count the number of times an alien shot a single shot at a solid wall, and destroyed my cover, leaving a soldier completely exposed, not to mention how often a small fire disintegrates my cover at the end of a turn like paper-mâché.You say that like it's a bad thing. I remember once relying on that happening when I suppressed an enemy, destroying the wall behind him and giving one of my other soldiers a view. It was risky, but less risky than letting them live for another turn.
Although I have to admit, it is a bit OP, realistically. And I too did wonder how those practice targets survived those shots.
Was aiming angles on? That could explain it.
Nope. No Second Wave options on that playthrough. Whenever I did, I seemed to lose horribly. Classic Ironman and all. Decided that Vanilla was the best way to go to beat that.Was aiming angles on? That could explain it.
That's the ability, but it says that partial cover is treated as full. That would imply that she'd have a defense of 110 wherever she went, provided she stayed in cover.Actually, It might have been Low Profile...
XCOM in a nutshell.It's fine when you get lucky and it works in your favor...
I've used needle grenades as a means to take down targets in UFO missions without damaging the ship, and I've found ghost grenades to be wonderful for setting up traps, even later in the game when I had ghost armor.
It's fine when you get lucky and it works in your favor, but more often then not, it's the aliens that benefit. I can't begin to count the number of times an alien shot a single shot at a solid wall, and destroyed my cover, leaving a soldier completely exposed, not to mention how often a small fire disintegrates my cover at the end of a turn like paper-mâché.
It's bad enough the cars blow up easier then in an 80s action movie...
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They have a guy sit down and write out a bunch of names that he thinks are as metal as possible.Yeah I know how that feels... Operation Burning Ground... Who names these missions? That guy must be from the future or something :/