Update on Things

Da Books

I’ve finished a few more books along the way.

The 2nd book in the Three Body Problem series, Dark Forest, is done.  I enjoyed it a lot more than the first one, mainly due to pacing.  When the first book ends, there’s a 450 year countdown to the end of the Earth.  The second book starts with 4 people assigned to think of a way to avert that destruction, while being limited to today’s technology.  The baddies have found a way to prevent the quantum leap in technology.  From a writing perspective, this is actually pretty neat.  It makes the entire tech relatable from a human perspective, and the aliens tech work like magic.  The twist in the story is logical, which helps a whole lot, though the 4 people all use the same gambit. Of course, you can’t read this one if you didn’t read the first one…

I also picked up and finished Red Shirts.  As you can guess, this is a book about the Star Trek (TOS) phenomena where all the red shirts die on away missions.  It’s written through comedy and is quite meta.  It borrows a fair chunk from Last Action Hero, Stranger than Fiction and similar stories, but adds a human touch to it with the Jenkins character.  All of it is relatable, and quite hilarious.  The final quarter moves away from the main story and provides a different view on the problem sets.  I found it oddly similar to the Douglas Adams series of books, with quite a few absurd situations.

I’m now digging into some golden era books, starting with Stranger in a Strange Land.

Da Games

A little break from XCOM2 for a bit.  I have a few ideas as to what my next playthrough will include.  Going to plan a bit before starting up again.

Meanwhile, I found Assassin’s Creed Pirates on my tablet.  This exemplifies what I did and did not like from AC4.  The game is more or less a set of mini-games focused almost entirely on the ship on the sea.  There’s a very small component of infinite runner for some customization upgrades, but overall, it’s just about finding other ships and blowing them up.  The navigation is good enough, the combat is acceptable, and the art is quite nice.  It’s a F2P game that used to be B2P, so there are very few hurdles aside from time played.  It’s grindy, since there are really only a few types of missions in the game, but it’s fun.

The worst part is the storyline, which I think is endemic to the entire AC series.  It makes no sense whatsoever and the actual missions are horrible. It could have been any other IP and just pasted Pirates on it, and you wouldn’t have seen the difference.  It should be said that the main story is like 2% of the game though, so it’s really just a jarring stop to the gameplay when you encounter it.

Finally, The Room 3 is worth every penny.  It took about 6 hours to clear all the various parts, and aside from a single puzzle (the pendulum) I was able to get it all done without any hints.  The production values are amazing.  After playing these games, it really does beg the question why there is no competition in this field on tablets.  Firewatch, the Witness, and Monument Valley can show that puzzle games are really quite good.  Hopefully this section of the market can expand.  Really makes me want to play Myst again…

#XCOM2 Done

I finished XCOM2 recently and wanted to put out some parting thoughts.  First and foremost, people should play this game.  It’s a significant improvement on the first one.  I do suggest people take a look at the mods on the steam workshop, some of them add some nice quality of life changes.  Either faster turns, overwatch for everyone (or evac), and some tweaks in the various gameplay elements.  If you do use mods, be warned that you have to keep using them on the saved game files.

Classes

Where the first game had a defense-first attitude, you could run most of the game with 4 snipers, a runner and a heavy weapons specialist.  For the first 3/4 of XCOM2, you’re on offense, and at a disadvantage too.  Your weapons are pretty weak, even with the magnetic ones.  It’ll take about 100 days of research to get beam weapons, which is a very long time.  So until that point, you need classes that can move.

The Ranger is a solid bet, with either a focus on melee attacks that make them invulnerable, or a stealth mode for those tricky missions.  They have a good critical chance and weapon damage as well, making for a pretty solid class.

The Sharpshooter is the sniper, hanging back and dealing massive damage.  I never bothered with the gunslinger tree since pistol damage is too low.  When you get Killzone (reaction shot for everyone who moves in front of you) and then Serial (keep shooting if you’re killing), you’re a frigging machine.  The downside is that this class required the magazine expansion weapon mod and either the spider or wraith armor to move quickly.  They are the main damage dealers in the last 25% of the game.

Grenadiers focus on heavy weapons and both skill trees have fun items.  Either more bullets or more bang, and I had 2 different build in my squad.  They are often the first to shoot, since they shred armor, destroy cover and boost aim chance for the rest of the team.  Essential for those buggers who love to hide.

Specialists focus on mechs and healing.  If you’re playing Ironman, you need the healing type, otherwise it’s a pretty useless class.  The odds of hacking are not high enough to be worth trying.  After completing the game, I had hacked (and taken over) 8 enemies, out of 414 kills.  They have really bad aim too.

PsiOps is stupid powerful but a very late game addition.  Insanity, Void Rift, Null Lance, and Domination change the game.  Void Rift is like a grenade with twice the range and damage.  They clear entire rooms.

Upgrades

Focus on beam weapons above all.  They change the game completely.  Your sniper can now 1 shot a Codex, which is the real end goal.  Once you’re there, I suggest 4 Spider/Wraith armor for easier movement, then 2 EXO suits for the free rockets.

Ammo upgrades are also really good.  Dragon bullets cause enemies to burn, and AP bullets ignore 5 armor (which I think covers everyone).  A sniper with AP can kill any mech in 1 hit.  With the proper world bonus, you can build ammo with no build time, so I save-scummed until I got what I wanted.

Avenger Building

Build 3 power rooms, 2 of which on the alien coils.  Keep at least one of the middle rooms for a Workshop.  Putting an engineer in this room gives 2 gremlins, which act as engineers.  An upgrade gives you 4, so try to keep it close to a power relay for a nice boost.  You’ll need 2 resistance comms to move forward in the game, both upgraded.  A Psi Lab when you have the materials too, as a PsiOps is super powerful.

I suggest ignoring a Laboratory or a Defense Matrix.  The Advanced War Center should be used for Ironman only, or you need to get a Steam Mod to make it worthwhile for regular games (for the rank bonuses).

The real big goal is getting the 2nd power relay up and running.  The game gets really hard until you do.

Avatar Progress

For a while, I was at 10/12 on the progress bar.  I was pretty sure things were going to go sideways for me.  But I got lucky and wiped out a bunch of bases in a row and dropped from 10 to 2 in a month.  Just remember that you can’t ignore any missions and if you’re given the option of missions, take the one that stops the double progress.  You can live with enemies with more armor, or poison or what have you.  You can’t live with a 12/12 progress bar.

Tactics

There are really 2 kinds of missions, timed missions and combat missions.  For the former, you want to get your snipers to high ground as soon as possible and rush the rest of the team until you find an enemy.  Moving as far as possible on the first turn, you want to save the Overwatch for later on.  Once you’re discovered, then grenades and cover make the difference.

For the 2nd half of the game, there’s a larger focus on combat missions without timers.  The last one is like 2 of these missions put together.  When there isn’t a timer, odds are you’re going to have a pretty tight group of enemies, so you want to avoid moving too far out.  Guns should be reloaded wherever possible (unless you have free reload weapon mods) and the team should never be too spread apart.  There’s nothing worse than charging forward and finding a group of mutons, sectoids, MECs, and a gatekeeper all cause you didn’t want to take cover.

Last Mission

Without spoiling it, the last mission’s objectives will end the mission when they are completed, regardless of what’s left on the map.  In the final room, once you trigger the main event, the portals will continue to spawn until you clear the objectives.  I think I ended up with 50 kills on that one level.

The game also sets up either a sequel or a DLC with a new big bad guy.  Curious as to how that rolls out.

Highly recommend this game.  I’ll be coming back to it in the future I’m sure.

#XCOM2 – Upgrades Around

More Pew Pew

I was able to finish up research on all the plasma weapons, though it took a bit to get the supplies (cash) to build them.  I’ll take the sniper rifle as an example.  The first gun was a 4-6 damage weapon, the Plasma is 6-10.  Combined with a particular set of perks, the largest normal hit I’ve had was 17, which is enough to take out nearly every enemy in a single shot.  So where my group of rookies would have had issues taking out 3 enemies, I can now take on 6 without too much worry.  Heck, I cleared a recent map in 4 turns, 1 of which was spent actually finding the enemy.  It’s a massive change in strategy.

Shadow Hunter

Well, more specifically the Ranger.  I have one that’s set up to be a melee fighter who seems to be all but unkillable.  She has great mobility, awesome damage potential, and one particular skill that makes her immune to damage if she lands a killing blow for 1 attack. That last item means she can chain kill an entire group, solo.

The downside is that I didn’t know what skills were in the class while levelling.  I opted for a team-based approach, where she would be slightly ahead of the team, acting as a scout.  There’s nothing wrong with that playstyle mind you, as it allows me to be pretty aggressive.

That said, I’m going to train another one and focus on the shadow line of skills.  The majority of missions are time-based and being able to move in the shadows to complete objectives would be a massive boost to productivity.  I’ll try a single one out and if that work, I think I’ll train 2-3 more to make a B squad.  With smart stealth movement, I should be able to complete the VIP missions, and X4 missions in a couple turns.  The abduction and relay missions would be ambush bonanzas.

Long Game

The Avatar project is at 9/12 now.  I had been blocked from progress due to the lack of comm relays, and I was blocked on that due to lack of power, and I was blocked on that with a lack of rooms to build in.  I had seen the limitation early enough but it’s 10 days to dig out the room, and another 10-15 to build what I need, with all engineers on hand.  That took a while.  Now I’m at 11 relays available, enough to start exploring more missions to bring that Avatar project score down.

And I think that’s one of the quirks of XCOM, in that it has a lot of stretches of preparation and then major plateaus of progress.  Going from regular weapons to Gauss weapons was weeks of research but made a massive difference in my ability to take down Advent forces.  Plasma weapons took even longer and that has allowed me to safely run through 2/3rd of the enemies.  I still don’t have a Psionic combatant ready for battle as he’s still training.  I’d be curious to see him in action, given the planned skillset I want for him (and past experience in XCOM1).

And the progress itself is limited.  I only have so many researchers and engineers to do work.  I only have so many supplies and intel to trade, only so many cores, crystals and alloys to build with.  Even with a ton of stuff unlocked, I can’t build it all, I don’t have the resources.  The good news is that I don’t feel punished with that limit.  Each decision is simply a step to the next plateau and there are very few decisions that I would call “bad” or wasteful.  Sure, you can have bad timing like I did with the comms relays, but a bad call in the long-game is quite hard to do.  And that’s a rare achievement for a game today.

#XCOM2 – Aliens Abundant

I’ve spent a fair chunk with XCOM2 so far, enough to have the Archon enemy show up on a recent mission and I’ve just unlocked Plasma rifles.  I think that’s a fair chunk of progress.

First off, the game is good, if not great.  A lot of improvements are found over the Enemy Within expansion and some key pieces of the Long War mod have been added for flavor.  The overworld map interface has been updated, so that you always have something to do rather than just run out the clock.  When a player gets injured on a mission, they sit out a very long time (which can be drastically reduced with the appropriate shop in the ship).  Most missions have a timer attached, which forces you to move forward, without really knowing what’s up ahead.  All these combined make for a significant risk/reward decision on every move.

I’ll give an example.  One recent mission had be counter an Advent attack on a rebel base.  These missions always have you rescue at least 6 people out of 13, and also require you to clear the map of enemies.  There’s no counter to the mission but the aliens will kill at least 1 person per turn if not discovered, and even when discovered will often go out of their way to hit a friendly.  This means that you have 7 turns or less to find every enemy on the map, or you fail a part of the mission.  Sometimes this works out and you find the enemies in small groups.  Other times it turns into a game of dominoes.

This particular mission I found two Mutons on turn 2 and they had a Berserker run away from view.  I take the first two down and while the enemies are moving the Berserker comes back and an Advent MEC shows up with 2 support in tow.  It takes 2 chain shots (double shots really) to take down the Beserker and I successfully hack into the MEC to take control.  Well, that MEC now has additional field of vision and triggers one group of section+support and another group of 2 Muton and a Berserker.  By the end of turn 3, I have found everyone on the map and I have 3 characters (of 6) that have used their turns. Did I mention I was hunkered down inside a gas station too?

Things ended up OK, with just 2 soldiers wounded.  I was lucky in that I had spent time/money on improving my gear and loadout.  If I had the gear of the previous mission I would have been washed out.

The game is full of these types of moments, where you think things are going OK and then it piles more onto the plate.  And all the time you’re thinking “just one more turn”.

Base Building

Base progress is limited to two factors – scientists and engineers.  The first do all the research and the latter excavate rooms, build new ones, and provide bonus to operating rooms.  You can acquire either through missions, through the monthly HQ store (go to home base to find them), or through the Black Market.  You need as many as you can get, particularly engineers.

Power consumption is a problem and to get all rooms to work as you want them to, you need 3 power plants, two of which on the special Coil Rooms, with upgrades. That’s 6 engineers working full time on those rooms.  I only have 6 total, so that’s a problem I’m trying to sort out.

Random Numbers

I’m sure it’s nostalgia talking but the original XCOM in the 90s had an aiming system that seemed to work more than not.  If it said 90% chance, then you were going to hit 90% of the time.  The reboot had turn-locked rolls in place, where once you started a player-controlled round, the odds of every shot were pre-determined.  (This is easy to prove as reloading a save and retaking the shot has the same results).

XCOM2 seems to have tweaked aiming a fair bit, where the odds are more in your favor than not and misses are infrequent enough to avoid frustration.  The enemy has similar aim penalties to you, so it does feel generally balanced.  That doesn’t mean you don’t find situations that make you scream though.  Cripes, I had an Archon stunned with 2 people point blank who missed and grazed the guy.  The heck?

Hacking and Skulljacking (a sort of unpleasant battle mind-probe) both have RNG as well, with multiple outcomes possible, based on chance and skill.  Aside from 1 item that’s class restricted, I haven’t found another way to increase that ability.  It’s frustrating to continually see a 10-20% chance of success, even after a dozen missions.  I need to figure that out…

Enemies Abundant

There are about 15 enemy types I’ve found so far, of varying degrees of challenge.  Where the previous game was either a Sectoid or Mutoid map, this one has multiple types per map, usually a dozen individuals per.

The Advent troops are military-like, though the Stun version is annoying as high hell due to his massive range.  Sectoids, so far, have a weak mind attack and ability to summon zombies.  Mutons are smarter than Advent troops and immune to melee attacks.  Faceless take the shape of normal humans until you get too close. Vipers can pull you into melee range and choke you to death.  MECs can shoot a rocket barrage and have decent armor.  Codex split into two when attacked, can teleport (which prevents Overwatch from working) and have a bullcrap AE attack that removes all ammo and blows up in a turn.  They are very annoying.

All combined, they pose an interesting challenge in every fight.  One group you might be able to pick off, another you may need to hack and melee down.  There’s always a priority target too, so there’s choice in the decisions.  The AI is also reasonably smart, making some fights difficult to predict.

End Goal

After a couple missions you encounter the Avatar project, with is the enigmatic goal the aliens are trying to achieve in 12 steps.  They move 1 step closer per month (sometimes 2) and you counteract progress by completing specific missions.  Think of it as a game clock, where you need to complete all your progress before they reach victory.  The issue is that you have no idea what progress is required on your end until you’ve completed your first play through.  When you’re given the choice between researching better armor or moving that game progress, which is the right choice?

So far, I’ve opted for personal research and player upgrades and deferred a lot of the high level goal progress.  My Avatar bar is at 7/12 and I’ve been able to keep it at that spot for a few months now. I know in previous games, Plasma weapons were the top of the chain, and I’ve just unlocked the first batch.  I don’t have any Psionic crew yet, though one’s in training.

Overall

Clearly, I like the game.  It’s an improvement over the previous iteration and the expansion.  There are some minor gripes (hiding information to make decisions is the biggest) but the general pace and feel of the game is excellent.  It requires a stability patch as I’ve had the game crash a dozen times so far, but there are no in-game bugs that I’ve found.  The highlights are the randomly generated maps, a better overworld map, the countdown clock on missions, improved skill trees, stealth/melee upgrades, and the overall risk/reward structure found in nearly every part of the game.   Highly recommended.

When Will This Month End

I have mentioned over the years how much I despise the month of February and this year doesn’t feel much different.  Well, aside from the fact that winter seems to be leaving quite a bit early.  It’s a ho-hum month of blah, stuck at the tail end of the holiday season and before the March break.  The middle child month I suppose, certainly because the only days of note are for scams romantics or drunks.  Or maybe both, depending on how you’re feeling.  Ah well.

Three Body Problem

Continuing my Hugo journey, I picked up Three Body Problem, a sci-fi novel from a rather popular Chinese author.  Of course it’s a trilogy, it’s sci-fi.  I’ve finished the first book and moved onto the second.

I generally try to avoid translated material, as the nuances of a given language rarely ever translate properly.  I speak 2 languages fluently and understand chunks of a few others, and stuff just doesn’t move over.  You lose the flavor and nuance of that culture.  This is a clearly evident in the books.  It’s written at a high school level mastery of English, which I think is quite appropriate.  But when you compare to the vividness of English-first sci-fi, you’re left wanting more.  The story is solid, with some neat twists within.  It’s not hard to follow either.

The general premise is that scientific research is going haywire and scientists are freaking out.  There’s a hidden organization that needs to be infiltrated by a scientist and the stuff he uncovers changes the reality for all humans.  The final quarter starts to stretch the imagination, in particular in the description of sophons.  At a very basic level, the question is “what happens if we can’t move past the quantum mechanics wall”?  A story that is rooted in relativistic physics is more fiction related than science-fiction, but the ideas mesh well.

The second book deals with the aftermath of the first book’s discovery and how humanity has to deal with the idea of a no-win situation for their progeny.  If you’re read Childhood’s End by Clarke, then you have an idea where this is going.

I can’t seem to find a translated ebook version of the 3rd book yet, so we’ll see where I end up after the 2nd one.  I’m rather liking moving from recent, down to the golden age.  I have read a fair chunk of Heinlein, Clark, Asimov, Dick, Herbert, Gibson, Niven, and Bradbury.  Having that as a basis, it really makes you appreciate the foundations they’ve built for today’s authors.

XCOM2

I don’t get how GMG makes money.  I had a 25% voucher for XCOM2 on Steam through GMG.  Dan Stapleton is my go-to reviewer for strategy games and if he’s happy, then it’s a done deal.  My understanding is that it’s XCOM refined with lessons learned from both Enemy Within and the Long War mod.

Enemy Within was a great addition, since it forced you to keep moving rather than play a defensive style.  It also added a lot of customization options, which meant that I was no longer running 5 snipers.  The Long War mod…that’s just a whole other topic.  You can call it a remake of a remake I guess, since it took all the basics of the game and tweaked the balance in order to make much more strategic.  Placing the right resources at the right time, being able to recover from un-winnable decisions (like losing a country’s funding), and just extending the entire session to something epic.

Given the early reviews are extremely positive, this seems like a done deal.