User information for Paranoid Jack

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Paranoid Jack
Nickname
Paranoid Jack
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Signed On
November 5, 2001
Total Posts
2021 (Senior)
User ID
11537
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2021 Comments. 102 pages. Viewing page 24.
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3.
 
Re: Out of the Blue
Oct 21, 2012, 19:24
3.
Re: Out of the Blue Oct 21, 2012, 19:24
Oct 21, 2012, 19:24
 
Same shit just happened to me too.

http://bestprizedraw.com
/d/j4u2i16147?r=http%3A%2
F%2Fgjetefa.info%2Fin.php
%3Fq%3DOvCHjVPlxNYkPjotBL
g9uSk36%2Bt4PyCWxI59X0vUw
Q%3D%3D


That is the full like I was sent to. Congratulating me on winning a free penis enlargement. The problem is I don't need a free enlargement. So if anyone here does....
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107.
 
Re: Final Project Eternity Stretch Goal
Oct 17, 2012, 00:36
Re: Final Project Eternity Stretch Goal Oct 17, 2012, 00:36
Oct 17, 2012, 00:36
 
Does anyone know what the final number of levels is for The Endless Paths?

There were the original three, two for the 40k+ Likes on FB, and one for each 2.5k backs above 50k... so nine more there. Plus I am hoping they will add the number of PayPal backers to the current Kickstarter total of 73,986 which would mean at least another level or possibly two.

So we are currently at 14 levels, right? Add PayPal would be 15 or more....
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18.
 
Re: Project Eternity Q&A; $3M Goal Reached
Oct 14, 2012, 21:22
18.
Re: Project Eternity Q&A; $3M Goal Reached Oct 14, 2012, 21:22
Oct 14, 2012, 21:22
 
Thanks nin, I was just thinking they would/should have thought of that and went looking for it. Just not sure I want to sink another $20 at this point. Overtime has been scarce and the checks have been a lot smaller than normal. I'm thinking I will cave by tomorrow and just add-on the Expansion.

Besides its like being part of history in the making and a huge thank you to the people that made several of my favorite games of all time.
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16.
 
Re: Project Eternity Q&A; $3M Goal Reached
Oct 14, 2012, 21:11
16.
Re: Project Eternity Q&A; $3M Goal Reached Oct 14, 2012, 21:11
Oct 14, 2012, 21:11
 
Don't look now but they are closing in on 3.1M with 47 hours left to go. Not counting the PayPal contributors.

I didn't think I would ever pay this much for a Collector's Edition but damn, look at the list of goodies. I'm in for the $140. Wishing they had a pledge add-on for the 1st Expansion...

edit: Oops they past $3.1M already.
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21.
 
Re: Steam Top 10
Oct 14, 2012, 20:49
21.
Re: Steam Top 10 Oct 14, 2012, 20:49
Oct 14, 2012, 20:49
 
They are out of codes.... that is what I get for doing the yard work when I knew I should be relaxing and playing games.
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65.
 
Re: XCOM: Enemy Unknown Patch
Oct 14, 2012, 00:20
65.
Re: XCOM: Enemy Unknown Patch Oct 14, 2012, 00:20
Oct 14, 2012, 00:20
 
I too am waiting on a patch to address the LOS issues. Though I am trying to keep playing on. At this point I have put in a lot of hours and need to back off a bit anyway. I haven't played in two days because I had missed out on so much sleep. Plus I was starting to dream XCom.

I've also had a trooper Run & Gun up next to a target and miss the alien with a 100% to hit chance while standing next to it (point blank)... with a Shotgun?

I think I yelled, WTF! And my wife asked if everything was ok.

Hell, no, its not ok! I just got ganked by the game.

This comment was edited on Oct 14, 2012, 00:25.
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22.
 
Re: XCOM: Enemy Unknown Patch
Oct 12, 2012, 00:08
22.
Re: XCOM: Enemy Unknown Patch Oct 12, 2012, 00:08
Oct 12, 2012, 00:08
 
I wonder if they patched out the bug where the death cam shows your trooper losing their hair when they're blown off their feet and die? Not sure if it is a Nvidia thing or the game... but it is funny. They get hit so hard they're killed and their hair is knocked off the top of their heads. It reappears again in a few seconds but it still takes away from the full effect of you losing a soldier you're attached too.

edit: Has anyone else had the patch screw up their saved games? The game no-longer knows what order the patches are suppose to be in. I know it was just past midnight when I finally had to stop from saying just one more mission. So this evening I just tried to boot the game, had to let it patch, and came here to see the nightly news. After I noticed the patch had been finished I booted up the game and noticed the save it loaded was not the mission I was on when I finally threw in the towel this morning....

This comment was edited on Oct 12, 2012, 00:51.
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127.
 
Re: Ships Ahoy - XCOM: Enemy Unknown
Oct 11, 2012, 00:15
Re: Ships Ahoy - XCOM: Enemy Unknown Oct 11, 2012, 00:15
Oct 11, 2012, 00:15
 
DarkCntry wrote on Oct 11, 2012, 00:07:
Creston wrote on Oct 10, 2012, 23:38:
Btw, is there really a point to shooting down UFOs versus just letting them land? You face more crew obviously, if you let them land, but that just means more loot?

Letting them go counts against your approval rating, can raise panic, and they also have a higher chance of shooting down your non-stealth satellites.

Just ganked my first Cryssalids, God, I forgot the sheer TERROR you feel when you see the fucking things charging towards your squad...
Btw, can you nut stun them? I tried stunning them twice with my fodder Stun Man rookie, and both times it wouldn't do anything. I was adjacent to them (THE TERROR!!!) and everything, I'd even shot them down to 3 health. Buh?
Chryssalids, and most of the mech-based units, cannot be stunned for some reason. Cyberdisc repair drones, however, can be stunned with the upgrades to the Arc.

Finally, why for fuck's sake is a nano-shirt a fucking carryable item, rather than something you put underneath your armor? So I gotta choose between medkits or armor? Buh^2?

My understanding is that it's supposed to be an "oh shit" type thing or a boost similar to the Sectoids' mindlink.

I don't think I ever even used them during my first playthrough.

You can't stun them at all. Damn, I was looking forward to stunning them to capture or kill. Also if I am not mistaken you can't lock on a rocket either... though that may be just the the wonky targeting of the rockets.

Do you know if I can put off the Researching of the Outsider Shard? I know it will trigger the story's progression but I don't think I am ready for that. `
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125.
 
Re: Ships Ahoy - XCOM: Enemy Unknown
Oct 11, 2012, 00:03
Re: Ships Ahoy - XCOM: Enemy Unknown Oct 11, 2012, 00:03
Oct 11, 2012, 00:03
 
Creston wrote on Oct 10, 2012, 23:38:
If you're getting murdered, just lower the difficulty. Starting on Classic is just insane, imo, and it really becomes very depressing in a hurry. On Normal it's a lot more do-able.

Brought a rookie along to act as fodder Stun Man, and not only did he stun a Thin Man, he then proceeded to lay fucking WASTE to FOUR Sectoids! He'd been hit twice, had 1 hp left, and he just went fucking Rambo! It was fantastic. Needless to say, he's been renamed Sly Stallone.

I could really use a build and research guide to know what to start with, though. It's a bit overwhelming, and I STILL CAN'T LAUNCH ANY FUCKING SATELLITES.

Btw, is there really a point to shooting down UFOs versus just letting them land? You face more crew obviously, if you let them land, but that just means more loot?

Just ganked my first Cryssalids, God, I forgot the sheer TERROR you feel when you see the fucking things charging towards your squad...
Btw, can you nut stun them? I tried stunning them twice with my fodder Stun Man rookie, and both times it wouldn't do anything. I was adjacent to them (THE TERROR!!!) and everything, I'd even shot them down to 3 health. Buh?

Finally, why for fuck's sake is a nano-shirt a fucking carryable item, rather than something you put underneath your armor? So I gotta choose between medkits or armor? Buh^2?

Creston

Creston

Made me laugh with a swig of beer in my mouth not a good thing when you're sitting in front of your PC monitor.

Laughed because I know how you feel. I too sent a squad of six in to a Panic Mission. Four were fodder and two had Arc Throwers. I too was baffled that I could not stun a Chryssalid though I am guessing the second Arc Thrower is the trick to that. Though I have yet to cross that bridge. Hell, I was just happy there were only two Chryssalids on the map and I was able to run away and have them chase me away from the civilians. I only lost a few civilians it was amazing.

I haven't let a UFO land yet. Maybe I should? Does than effect the condition of the items found inside? Bet it would.

As far as the Uplink. That is what killed me my first play through. And it took forever to get this play through. I have a day to go before it is ready and I have two satellites built and waiting to go up. All I can say is you have to play ahead. Be two steps ahead so when that mission with Engineers/Scientists comes up you know to take it over the cash. The extra techs made a huge difference for me.
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120.
 
Re: Ships Ahoy - XCOM: Enemy Unknown
Oct 10, 2012, 18:54
Re: Ships Ahoy - XCOM: Enemy Unknown Oct 10, 2012, 18:54
Oct 10, 2012, 18:54
 
On my second game after making a few huge base development blunders and loving this game more every mission. I haven't had this much fun with a turn based tactical game in years. That JA remake was fun but not as griping as this, not by a long shot.

I am at my first panic mission again and this one I actually have a chance of survival. The last game I was out numbered and swarmed by Chrysalids with conventional weapons and armor.

This time the mission came even earlier than last game but it auto skipped the tutorial part. I have bought Squad Size I & II, Wet Work, and Rapid Recovery. I'm waiting on the damned Satellite Uplink to finish so I can save South America. I notice two countries hit Panic Level Orange much quicker in this game. Then after my third UFO Crash Site mission it triggered the Panic Level of three nations to RED.

With a squad of six you can bring along some fodder... I mean new recruits to run ahead and collect civilians. This game is so good I am already hoping they have an add-on or larger DLC in the works. So very happy I got it for the PC too. The community should be able to tweak the gameplay.

Besides the wonky camera not being free to rotate my only complaint now is the aliens shooting through terrain. I have had one trooper pull it off but the aliens have us at about twenty to one when it comes to landing those impossible shots.
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107.
 
Re: Ships Ahoy - XCOM: Enemy Unknown
Oct 10, 2012, 13:17
Re: Ships Ahoy - XCOM: Enemy Unknown Oct 10, 2012, 13:17
Oct 10, 2012, 13:17
 
Creston wrote on Oct 10, 2012, 11:42:
SpectralMeat wrote on Oct 10, 2012, 11:16:
any game saves before that mission Creston?

No, plus I'm basically playing Iron Man mode without actually turning it on. If someone dies, they die. (I just got a little worried when reading about the one mission that broke for someone and on Iron Man you'd be fucking screwed if that happened.)

But it's bullshit, ESPECIALLY in a game that's all about how careful you are and where you position your troops. The game's basically saying "Well, nobody's died in 2 missions, so here, let me rape your best squaddy in a way that you can't do fucking shit about it."

Bah.

Creston

I wonder if you nailed it there? I have been playing on Normal the entire time (not ready for Ironman) and trying to learn from my mistakes but it seems shit is very random. Its both good and bad, I guess. But when it comes down to the basic cover and line of site mechanics its not cool.

Having a Thinman drop out of no where when your escorting a VIP is acceptable because you should be planning on resistance during the extraction.

The randomness I don't like is the Sectoid's plasma pistol shooting through the length of a bread van which is full cover, then passing through a car which is half cover, and hitting my trooper with a critical... all the while she is in smoke which is a defensive bonus. Talk about hardcore, wtf!

Some of the first purchases I've made while restarting were building a Generator straight away. Since not having enough power was the first roadblock on my first game. Then purchasing Squad I and Wet Work as soon as possible. Having the extra squaddie adds flexibility to my tactics early on. And the 25% increase in XP per kill makes a huge difference with leveling troops.

One thing I can't find anywhere or figure out is which weapon is the better the plasma or the laser?

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78.
 
Re: Ships Ahoy - XCOM: Enemy Unknown
Oct 10, 2012, 01:22
78.
Re: Ships Ahoy - XCOM: Enemy Unknown Oct 10, 2012, 01:22
Oct 10, 2012, 01:22
 
Creston, line of site + distance = crazy targeting. So if your squad can see the tango and your sniper has line of site they can take the shot from far away. And if you can get your sniper up on higher ground you also get a bonus. Plus rank perks have a certain synergy when you pick the correct ones. Of course the entire reason they have the different perks are to adjust the character to your play style. Though I wish there were twice as many options available.

Not to mention line of site is not always right in the game. You get a feel for the animations and can start to choose better. If the tango is hidden behind something and it says you have a 56% chance to hit don't take the shot. It's almost certain a miss. Of course if you see an alien taking a shot at you hidden behind something it is almost a certain hit.

Take that with a grain of salt. Its coming from a guy who didn't research properly. When I got to the first panic mission I got my ass handed to me. Starting over and four or five missions in again.
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73.
 
Re: Ships Ahoy - XCOM: Enemy Unknown
Oct 9, 2012, 22:06
73.
Re: Ships Ahoy - XCOM: Enemy Unknown Oct 9, 2012, 22:06
Oct 9, 2012, 22:06
 
RailWizard wrote on Oct 9, 2012, 20:54:
This AI is even more bullshit than the old one.

I did notice aliens do move behind the scenes though.

Movement is part of the BS tho, it's like they get 3 moves and they are all crack shots with guns that pretty much kill you if you get hit. My guys don't 'run for cover' when they get spotted....and of course, they shoot like they are all drunk especially the sniper.

That shit made me bust up because I know exactly what you mean. I've had guys behind full cover get shot through terrain while the aliens have no line of site. Yet my sniper has to be up close just to see any targets... unless they have Squadsight. I wish we were able to go into a close third person view or even a first person view to see what the trooper sees.
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60.
 
Re: Ships Ahoy - XCOM: Enemy Unknown
Oct 9, 2012, 18:25
60.
Re: Ships Ahoy - XCOM: Enemy Unknown Oct 9, 2012, 18:25
Oct 9, 2012, 18:25
 
Loving the game and so very glad I went Normal without IronMan turned on. Otherwise I would be curled up in bed with the sheets over my head crying. Not for the difficulty level but due to a show-stopper I came across nearing the end of my second downed UFO mission. I had stunned the requested alien and only had two of three Floaters to take out inside the craft. I had my Assault guy Run & Gun up to the nearest Floater when that damned annoying Scientist cut in with a request to bring back an item... undamaged if possible.

When the cut scene finished and the game let me regain control the two Floaters where no-longer visible. As if they were above the level inside the top of the UFO but it was a single level craft. They were able to rain down green laser beams on my team unhindered. I spent an hour trying to replay from an auto saved game file and just gave up.

Which leads me to my second complaint. The auto save feature apparently doesn't give a crap that you have decided to save a file at the beginning of a mission which would afford you a replay if needed... well when you try to reload you will notice the file has been over written by the auto save game file. Not cool.

Still having a blast. Hate to restart since I have grown attached to my squads.

edit: Some good news... I went into the save game folder and found I had 18 saves but for some reason the game was only showing less than half of them. Anyway I rebooted the last save before the bug accured and was able to change the out come by not triggering the cut scene advisory. Plus all five squad members got promoted that mission. Sweet, I won't be starting over after all.

This comment was edited on Oct 9, 2012, 19:03.
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11.
 
Re: Out of the Blue
Oct 9, 2012, 12:12
11.
Re: Out of the Blue Oct 9, 2012, 12:12
Oct 9, 2012, 12:12
 
Congrats and thank you, Blue, for all the years of news and entertainment.

Can't remember how many years I lurked before I started posting my horrible comments...
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52.
 
Re: XCOM: Enemy Unknown Reviews
Oct 8, 2012, 23:59
52.
Re: XCOM: Enemy Unknown Reviews Oct 8, 2012, 23:59
Oct 8, 2012, 23:59
 
BOO YA! Unpacking early... game on!

Talk to you in a couple days.
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43.
 
Re: XCOM: Enemy Unknown Reviews
Oct 8, 2012, 23:16
43.
Re: XCOM: Enemy Unknown Reviews Oct 8, 2012, 23:16
Oct 8, 2012, 23:16
 
Steams says it unlocks in an hour here...

So the only hold out is Prez?
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41.
 
Re: Steam Top 10
Oct 7, 2012, 20:03
41.
Re: Steam Top 10 Oct 7, 2012, 20:03
Oct 7, 2012, 20:03
 
briktal wrote on Oct 7, 2012, 19:22:
Bucky wrote on Oct 7, 2012, 15:33:
dj LiTh wrote on Oct 7, 2012, 15:30:
I was going to go for europe, more countries covered at once and the research bonus. Gonna go Classic / Ironman my first playthrough...things gonna get dicey!

I was thinking the same thing, except I'll be starting on Normal Ironman. I want to play at least 1 game to get a feel for the mechanics before I dive into Classic.

I'm going with Classic (dunno about Ironman) because the gameplay is a little different between normal and classic and I don't want to get used to the normal stuff. The three main changes I know of are:

1) Some aliens have more health, which changes things up because of what is required to kill them. For example, Thin Men have 4 health instead of 3, meaning a basic grenade can't kill them on classic.

2) Your base starts with less stuff on classic.

3) There's a limit on the number of aliens that will engage you on normal, potentially resulting in enemies retreating from combat if there are too many other aliens around.

Also, as far as Dishonored goes, I know nothing about that game. There have been all kinds of previews and gameplay videos and interviews about XCOM, but almost nothing about Dishonored.

@briktal, as for 1 thru 3, where did you get the info from? I was going to start off normal too but now I wonder if I should just go Classic without the Ironman. I guess I could always be a wimp and start off Normal for the 1st play-thru, then Classic for the 2nd, and finally turn on the Ironman for the 3rd.
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38.
 
Re: Steam Top 10
Oct 7, 2012, 19:11
38.
Re: Steam Top 10 Oct 7, 2012, 19:11
Oct 7, 2012, 19:11
 
Yifes wrote on Oct 7, 2012, 16:40:
dj LiTh wrote on Oct 7, 2012, 15:30:
Paranoid Jack wrote on Oct 7, 2012, 15:21:
Besides me... has anyone else who has pre-purchased XCom: Enemy Unknown already started planning out their first game? What continent to build on? What approach will you take as far as research and development?

I know its too soon to get down to details like how you will level your team but I've even looked into that a bit. I'm excited to see the release so close.

I was going to chose Africa as my continent but the 30% increase in monthly pay doesn't kick in until the end of the first month in-game. So I think I will go with North America for the 50% cheaper Aircraft & Weapons. Which will allow better coverage of those nations in panic. Not sure how well it will play out over the course of the game since events are randomized. But that is the beauty of this type of game. If the basics are good the random paths to the end game make it unfold differently. And knowing there are almost three times as many maps than you will see in a play-thru will add to the tactical portion staying fresh. Plus the changing spawn locations and changing enemy types, locations, numbers... well, it is going to be a blast.

So looking forward to it.

I was going to go for europe, more countries covered at once and the research bonus. Gonna go Classic / Ironman my first playthrough...things gonna get dicey!

I'm going to go classic, but not sure about the ironman mode. The recent Machinima reivew said that there can be movement selection issues on multi-level maps. Basically, your unit can potentially end up on the wrong level, in the open without any cover. I can see myself losing a unit because of a bug like that and ruining my ironman experience. Even the devs said ironman on your first playthrough is a bad idea, and I will probably save that for when the game is a bit more polished.

Also, europe seems like a great starting spot, as getting an early workshops to launch that satellite for extra funding before the first month is up seems like a good idea.

@dj LiTh & Yifes, I would think being low on credits the entire first month would be more of an issue. But then there are always going to be trade offs. Once we start playing we can compare how things are unfolding. Whatever you do do not pick Asia. You'll just be handicapping yourself. The perks are not usable until later in the game which make them almost worthless. As far as picking Europe to cover more countries at once are you referring to the Interceptor patrolling the skies? I think they treat it as a whole not as separate countries.

I'm not sure I want to go Classic/Ironman until I have learned the tactics inside and out. Since any little mistake will set you back with squad members dying. Of course knowing that it is going to happen and expecting it from the start would lessen the pain a bit. I just may try it too. I loved Ironman in ToEE.

@Prez, glad some others let you know how that GMG 10%/$10 credit works. I was on the site ready to order when my wife and two daughters told me they were ready to go out. Just got back and will be putting the order thru right after this post.
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23.
 
Re: Steam Top 10
Oct 7, 2012, 16:11
23.
Re: Steam Top 10 Oct 7, 2012, 16:11
Oct 7, 2012, 16:11
 
Just saw this... GreenManGaming XCom: Enemy Unknown special with 10% off plus $10 credit to your GMG account bring it in at $34.99 for both XCom: Enemy Unknown and Civ V.

I'm on it.
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