XCOM: Enemy Unknown - Strategy Game - Developed by Firaxis

maverickz wrote:

Does anyone else have trouble leveling their snipers? I've implemented a policy where I send out the bottom six of my 30 man roster into any particular mission. In the hopes that the platoon will rise and maintain about equal rank for all the people in it. But I've noticed that my snipers have slowly marched and bunched up towards the bottom. Leading to believe that they rank up slower than the rest of the platoon. I generally send out one sniper per mission. Any thoughts or ideas on how to fix this situation?

Oh, though on the other hand, one of my two Colonels is a sniper. So it's a real weird situation.

Pick squad sight and then move your snipers last. Reserve all fire until movement is completed. This will give you a better idea of how to allocate your fire. Then "feed" your snipers by weakening aliens and giving your snipers the option of taking the kill shots. Only missions and kills count for experience. Once your snipers get past squad sight and damned good ground, they will advance very quickly.

maverickz wrote:

Any thoughts or ideas on how to fix this situation?

Squad Sight.

When my snipers get that they start racking up kills like nobody's business, to the point where I fear they're stunting the growth of my other characters.

The trick is getting them to that point.

That's odd, all my snipers have Squad Sight. I must be doing something wrong. Probably not feeding them. I'm so afraid that a random shot will take out a squad member that I tend to finish off the aliens as fast as I can.

I do move them last, but they act more like the mop-up crew for me. Maybe that's the wrong way to play it. Also to be honest, I'm not entirely sure exactly how Squad Sight works.

maverickz wrote:

I'm not entirely sure exactly how Squad Sight works.

It gives the sniper unlimited range, provided another soldier is close enough to the target to see it normally. Trees, terrain, buildings, ship's hulls, etc. will still block a shot, so line-of-site is still a factor.

One trick for making squad site work is to move somebody forward to spot with their first move, then cycle through the snipers to take their shots, then use the spotter's second move to retreat them back away from any surviving aliens.

Uh, I see, so it's a range modifier, not a "shoot around the corner" type of deal.

Nomad wrote:
wordsmythe wrote:

I'd think about second wave, but I uninstalled already.

CEJ wrote:

So, what is the mechanic around psi testing? Is it a random check based on the soldiers will?

Yeah. I haven't trie making them wear psi armor before testing, but I know that effects whether you can use the device later on.

The test pass or fail is based on a numerical modifier in the code. I could not find any attachment to any character attribute. It seems to be just a base percentage chance.

So bumping Will up thru mind shields or psi armor would not have an impact?

I came across this.

if(IsOptionEnabled(14))
{
iChance = int(float(iTraineeWill) / class'XGTacticalGameCore'.default.SW_RARE_PSI);
iChance /= float(1 + BARRACKS().GetNumPsiSoldiers());
}
else
{
iChance = int(float(iTraineeWill) / class'XGTacticalGameCore'.default.PSI_GIFT_CHANCE);
iTraineeRank = arrCandidates.Find(kSoldier);
if(iTraineeRank >= 0 && (iTraineeRank < 6))
{
iChance += Max(0, 75 - iTraineeRank * 20 - iGiftedSix * 40);
}
}
return Roll(iChance);
}

"If the second block is used for the test it looks like rookies have a much bigger chance of having the gift. Somehow offsetting the higher willpower higher ranked troopes have.
But what is that iGiftedSix value? Sounds like the amount of gifted soldiers in the barracks.

Assuming this:

Getting the first to psi gifted is easiest when using rookies.
Rookies have around 45-50(?) willpower if i recall correctly. ~ 11.25-12.5% chance.
This is modded by +75 for the first rookie. ~ 86.25-87.5%
The second is +35. ~ 46.25-47.5%%

Goind with a high willpower colonel (assume 70 will ) : 17.5%
but no additional bonus to the chance.

Ranks are penalised quite heavily by 20% per rank. Thus having a rank 4 solder there is no bonus to the chance either.

Best strat for gift checking ? Check soldier of ranks 3 first, and pick the one you really like to have the gift. They have a reasonable chance if getting it. If none is found, check lvl 2 and then 1. By then there is good chance gift is found. If not found yet continue with rookies.
It does not matter when to check soldiers of rank 4 and up, pick the highest willpower ones first though. "

http://forums.nexusmods.com/index.ph...

Vargen wrote:
maverickz wrote:

I'm not entirely sure exactly how Squad Sight works.

It gives the sniper unlimited range, provided another soldier is close enough to the target to see it normally. Trees, terrain, buildings, ship's hulls, etc. will still block a shot, so line-of-site is still a factor.

Not unlimited actually, but up to 100 blocks which is a lot farther than anyone else can shoot.

maverickz wrote:

Psi code analysis.

So I can't really go into any detail on this, but you've made some assumptions that are not accurate.

Tkyl wrote:
maverickz wrote:

Psi code analysis.

So I can't really go into any detail on this, but you've made some assumptions that are not accurate.

Lucky for me, that isn't my analysis. And I'm not aware of what assumptions were made by the person in the link. But I'd love to know what details if you get the time.

That kinda sucks, since you don't get the Psi Lab until late game when you've likely already purchased the OTS upgrade that makes all new incoming soldiers a squaddie.

Tkyl wrote:
maverickz wrote:

Psi code analysis.

So I can't really go into any detail on this, but you've made some assumptions that are not accurate.

But the game's already out now...and has been for some time. Is it that secretive?!

This game is random, infuriating and unforgiving in a way that has made me rage quit more than any other game I've played for years. I'm glad I got it as a present and didn't spend any money on it.

But then again, I'm still playing Starcraft 2 every day and that game is as described to many other people, so I dunno.

Warriorpoet897 wrote:

This game is random, infuriating and unforgiving in a way that has made me rage quit more than any other game I've played for years. I'm glad I got it as a present and didn't spend any money on it.

I'm thinking the ToolBoks or other mods might help.

I'm especially annoyed with how the enemy basically gets a free turn all the way up until you get stealth armor, and even then sometimes because you can only use it 4 times a battle.

Give them better placement to start offscreen or let them move smarter or whatever. But this "oh I found 3 enemies out of cover that I could kill but wait, they get to run for cover before I act again" is cheating to the extreme. :p

Stele wrote:

Give them better placement to start offscreen or let them move smarter or whatever. But this "oh I found 3 enemies out of cover that I could kill but wait, they get to run for cover before I act again" is cheating to the extreme. :p

I feel that this is balanced by the fact that they never get to take a shot at you right away. Having a group walk up, see you, and blow away a couple of soldiers would be much worse!

Yeah, I was never bothered by their free turn. It's only a real problem is you discover them on your last soldiers move for that turn. Then they get the free turn to get into cover and then next turn to take you out. But this just promotes holding back and not exploring unless it's with your first couple of soldiers' moves.

MikeSands wrote:
Stele wrote:

Give them better placement to start offscreen or let them move smarter or whatever. But this "oh I found 3 enemies out of cover that I could kill but wait, they get to run for cover before I act again" is cheating to the extreme. :p

I feel that this is balanced by the fact that they never get to take a shot at you right away. Having a group walk up, see you, and blow away a couple of soldiers would be much worse!

I think of it as an alien exclusive version of overwatch, but instead of shooting they move to the nearest cover. I think it'd seem fairer if there were ways to sneak up on them without using ghost armour or sensor beacons, perhaps if you had high ground and cover they wouldn't see you?

Put your two snipers on overwatch first, (you do have squad sight, right?) and when the assault moves up and flushes the cluster of aliens, two of them die while running to cover. Mostly. Don't move forward until you have snipers in overwatch, and always keep your assault in position to fall back to hard cover. The surviving aliens chase the assault, and hit the two support and one heavy waiting in overwatch. Reload, overwatch, then push the assault up again.

Keeping one support standing ready to toss a smoke grenade to cover your assault on point helps a lot, too.

Classic Ironman down! Took me about 8 tries, but I got there in the end!

Definitely some tense moments throughout the whole campaign, especially in the early to mid game, but the last mission was a piece of cake, knowing what was coming up and when really helped.

So I've completed the game twice, I think I might leave it alone for a while, at least until there's an expansion or some substantial DLC changes. I'll know I'll be looking back on this as one of the gaming classics, it definitely deserves a place there next to the original X-COM.

Stele wrote:
Vargen wrote:
maverickz wrote:

I'm not entirely sure exactly how Squad Sight works.

It gives the sniper unlimited range, provided another soldier is close enough to the target to see it normally. Trees, terrain, buildings, ship's hulls, etc. will still block a shot, so line-of-site is still a factor.

Not unlimited actually, but up to 100 blocks which is a lot farther than anyone else can shoot.

I figured there was probably a limit there somewhere, but I'd never run into it. Nice to know what it is. The main thing is it doesn't let you shoot around corners or through stuff. The in-game description is a bit vague on that point.

Tkyl wrote:
Duoae wrote:
Tkyl wrote:
maverickz wrote:

Psi code analysis.

So I can't really go into any detail on this, but you've made some assumptions that are not accurate.

But the game's already out now...and has been for some time. Is it that secretive?!

There probably isn't any harm, I just wasn't sure exactly how much I am allowed to talk about things. But basically, the higher your will and the higher your rank, the better your chance. There are some other factors, but that is the general rule.

Edit: Actually, that might not be entirely correct. I'll have to relook at the code when I get back to work tomorrow. It looks like there might be a bug in that code.

Actually, after all that, I'm pretty sure this information was posted earlier in the thread - I had read this before - though I suppose it was "unofficial".

Duoae wrote:
Tkyl wrote:
maverickz wrote:

Psi code analysis.

So I can't really go into any detail on this, but you've made some assumptions that are not accurate.

But the game's already out now...and has been for some time. Is it that secretive?!

There probably isn't any harm, I just wasn't sure exactly how much I am allowed to talk about things. But basically, the higher your will and the higher your rank, the better your chance. There are some other factors, but that is the general rule.

Nm. No bug. Like I said before: Higher will power and higher rank (relative to your other soldiers) == better chance of getting Psi Gift.

Tkyl wrote:

Nm. No bug. Like I said before: Higher will power and higher rank (relative to your other soldiers) == better chance of getting Psi Gift.

Noted. Thanks for the clarity on this. I am having a hell of a time getting my final squad flushed out with enough Psi candidates.

Tkyl wrote:

Nm. No bug. Like I said before: Higher will power and higher rank (relative to your other soldiers) == better chance of getting Psi Gift.

Interesting. Thank you for the info. Where did you find out? I would like to check out the more primary source. I'd go searching through the thread, but it's 128 pages long and I don't know what I'm looking for. Thanks again.

maverickz wrote:

Interesting. Thank you for the info. Where did you find out? I would like to check out the more primary source.

You won't find a more primary source than him. He works at Firaxis.

Vega wrote:
maverickz wrote:

Interesting. Thank you for the info. Where did you find out? I would like to check out the more primary source.

You won't find a more primary source than him. He works at Firaxis. :D

I was really hoping that would be the answer! Works for me. Thanks

So I just started another campaign with all of the second wave stuff turned on to mix things up. And then I realized that I didn't have all of the options. So I went back to the press report and read it more carefully. From what Jake says some of the options are not unlocked until you beat the game on Impossible. Great.

None of the Second Wave stuff is tied to achievements or anything like that right? I don't think I could stand playing *another* game with vanilla settings, so if I turn some of the Second Wave option on and play the game on Impossible it should hoefully unlock the last few options.

Tamren, the second wave options that unlock after beating impossible are all options that make it harder.

I suspect you haven't beaten it on impossible, you don't want these.

But that's just it. I WANT options to make the game harder without having to set the game to a higher difficulty. Doing that just gives the aliens a numerical handycap and doesn't actually make the gameplay mechanics harder. Losing soldier equipment on death, elerium decay, these are INTERESTING changes to the default campaign. But since I have only beaten classic pretty much all of the options are just extra randomization. Randomized rookie stats, (extra) randomized damage numbers, lowered chance of psi soldiers (so that you have to screen more people for that random chance) etc etc. SNORE.

I don't think I can work up the enthusiasm to slog though Impossible just so that I can unlock these options. The game should just give them all to you after your first win.