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XCOM: Enemy Unknown - Page 13

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Godwrath
Profile Joined August 2012
Spain10142 Posts
October 06 2012 01:47 GMT
#241
I get what he means. There will be an option to set stats on random if you want to, and also you can fit your soldiers differently, for example you can play a kind of shotgun assault soldier high damage rocketeer style, fitting huge burst damage dealer, or an assault more defensive based on protecting from flankings and exposing opponents, more like a map control unit, or also you can make an assault shotgun soldier more defensive as a scout while being able to deal with most close combat opponents easilly so he can get into close range easier.

The options are there, but now you don't need to mind control the aliens to raise the different stats you want
VoirDire
Profile Joined February 2009
Sweden1923 Posts
October 06 2012 01:47 GMT
#242
On October 06 2012 10:20 DaCruise wrote:
Show nested quote +
On October 06 2012 10:09 VoirDire wrote:
On October 06 2012 09:52 HoboJoe20 wrote:
On October 06 2012 09:27 VoirDire wrote:
Please tell me if there's anything good about this new x-com, I'm just so disappointed right now.

Well, sounds like you just want to go play the old one. It's available on Steam still

The new one does change some non-core features of the original, which sure does make it different though not necessarily worse. That part is up to each person's opinion, and how big of an attachment you have on playing the same game is up to you.

Yea, I just said I was gonna play the UFO: Extraterrestrials remake Also, I already own the original ones.

UFO/X-Com was a tactical RPG (with base building elements). From what I've seen, they've gotten rid of the RPG element completely and that is pretty "core". Why would I care about losing a character if I can make an identical one? I also really enjoyed the inventory management, but maybe that's just me. The tactical side seems fine though, even though they lost a lot of complexity when got rid of time units.

The base building part I have no opinion of, but if they got rid of multiple bases and base defence I'm not sure there's much left there either.


No, no and no! The original had hardly any rpg elements but in this new version they add those elements, which make the soldiers stand out and not be identical like in the original. Basically the opposite of what you claim is true.

I am also skeptical about the removement of inventory management but it may work out however I am glad if there wont be base defense missions since I always hated those no matter what XCOM game I was playing.
Having a single core base and then optional strategic bases with fighters is a great choice imo.

In the original series you had 10 different attributes, all which you leveled up through use. For instance you had to level up your strength to carry heavier weapons/armor/equipment and to throw grenades longer. All attributes were randomized in all characters and some "classes" emerged naturally. Personally I used the best ones with great firing accuracy/reactions/bravery/psi-defence as point men, then I had a few grenade lobbers to clear areas/open walls and finally 1 or 2 rocket launching dudes with MC/PSI skills in the back. Sometimes I used a robot to scout as they didn't gain levels and were replaceable.

I don't know what RPG elements has been introduced in this new version, but from what I've seen in the demo it's binary choices between having something like more grenades or another weapon when you've killed a fixed amount of aliens.
VoirDire
Profile Joined February 2009
Sweden1923 Posts
October 06 2012 01:50 GMT
#243
On October 06 2012 10:47 Godwrath wrote:
I get what he means. There will be an option to set stats on random if you want to, and also you can fit your soldiers differently, for example you can play a kind of shotgun assault soldier high damage rocketeer style, fitting huge burst damage dealer, or an assault more defensive based on protecting from flankings and exposing opponents, more like a map control unit, or also you can make an assault shotgun soldier more defensive as a scout while being able to deal with most close combat opponents easilly so he can get into close range easier.

The options are there, but now you don't need to mind control the aliens to raise the different stats you want

Thanks, you've redeemed the game somewhat. I guess I just have to see how it is when it's released.
HoboJoe20
Profile Joined June 2012
Canada63 Posts
October 06 2012 01:51 GMT
#244
On October 06 2012 10:09 VoirDire wrote:
UFO/X-Com was a tactical RPG (with base building elements). From what I've seen, they've gotten rid of the RPG element completely and that is pretty "core". Why would I care about losing a character if I can make an identical one? I also really enjoyed the inventory management, but maybe that's just me. The tactical side seems fine though, even though they lost a lot of complexity when got rid of time units.

The base building part I have no opinion of, but if they got rid of multiple bases and base defence I'm not sure there's much left there either.

From what I can tell, each character class has it's own talent tree with skill unlocks as they gain ranks still, along with inventory management handled between missions only. It's still there, but just streamlined a little bit more than the original (since each soldier is a specific class, instead of anything really).

It looks to be true in the core design layer to the original, with enough changes to make it a new and uniquely interesting game. I'm definitely looking forward to it.
ToT)OjKa(
Profile Blog Joined May 2007
Korea (South)2437 Posts
October 06 2012 09:31 GMT
#245
I don't really think the original XCOM soldier stats were that important. My typical loadout is just 10 plasma cannon, 2 small launcher and 2 plasma rifles, maybe throw in a disrupter launcher for de big boom. They can all carry grenades and the frontline can also usually carry both a medikit and motion sensor so I never really had any "classes".

See alien Kill alien

Works pretty well.

Sure, for certain missions such as base assaults or the final mission you'll want a full squad of good psi strength guys but apart from that, the naturally good soldiers will survive and the bad soldiers won't.
OjKa OjKa OjKa!
daemir
Profile Joined September 2010
Finland8662 Posts
October 06 2012 10:09 GMT
#246
Unless you're playing Superhuman level in original, the only really important stat your soldiers have is Psi Strength. Attacking a Sectoid or Ethereal base is suicide without Psi resistant troops, because the AI cheats. All it needs is LoS of _any_ of your squad/HWPs with any of its units to launch Psi attacks at any of your unit (it always picks the one with least resistance, based on distance) and after turn 20 it gains maphack so it always sees all your units.

Base assaults into Psi gifted races means you're pretty much under Psi siege from turn 2 and after turn 20 you'll always be under it. If your troops aren't Psi resistant, the aliens will panic and mc half your squad, the other half panics/berserks because of the morale loss and you're generally effed.

Rest is just being patient and careful. Buildings blocking LoS and potential hostiles there? Instead of filing through doorways, just level the damn building. Laser weapons with unlimited ammo, form a firing line and blast a few turns. Barns turn into few standing wall sections, orchards turn to ash and so forth. Rocket launchers, grenades, heavy explosives, all goes. Except in terror missions where you might want to avoid civilian casualties if you are concerned about your monthly score.

I use 3 classes as I play
- trooper. has armor, weapon and medikit. Laser rifles or heavy plasmas. Stun weapons if I need alien navigator/leader/commander for tech purposes
- rear commander. the highest rank soldier I have, all stats (except Psi str in base assault) irrelevant. Sits in the landing craft whole mission with a mind probe in hand to check aliens for rank and remaining TUs for capture. He is there purely to keep morale high on the troopers in case a lot of them die so the rest won't panic/berserk.
- psi troops. usually 2, stay in the ship, equipped with Mind Amps and nothing else. Will try to MC/panic aliens that pose a threat my troopers can't safely remove. MCed aliens work as perfect disposable scouts.
PandaCore
Profile Blog Joined September 2010
Germany553 Posts
October 06 2012 10:42 GMT
#247
Finally played the demo and even though I was sceptical at first and there are still some of my favorite mechanics missing, I'm still pleased with the gameplay. I can live with there only being one base, since you can use satellites now. The soldier limit is alright too. I still don't like that a miss is a miss, in the old ones a stray shot would sometimes hit something else and sometimes create hilarious results. But not sure how this would work out in the new one, the maps are also quite small so far, I hope there are some bigger ones in the full game.

Looking forward to the 12th (sadly not the 9th) now and hope there's some replayablity.

I played the old one a bit a few days back as well. Last time I played it was maybe about 2 years ago and I'm always amazed how advanced this game was despite of its age. Sadly it's one of the genres that never really got big and nowadays hardly games like these come out anymore. Even the latest Jagged Alliance was changed to a more real time based game.

Not sure if you could really compare the Disgaea series, but I always loved these and at least they're still around.

Another genre that kinda died out, which was quite a favorite of mine, is the space-sim. Like Tie Fighter, X-Wing, Freelancer, Starlancer, Wing Commander... I miss games like these.
I has a flavor
Scorch
Profile Blog Joined March 2008
Austria3371 Posts
October 06 2012 11:12 GMT
#248
If you guys wanna see some gameplay that goes beyond the demo mission, check out this Let's Play. It has about 3 hours of gameplay and showcases mechanics like satellites, research, base building, levelling up and equipping soldiers. It's in German however and the players aren't too skillful.
Godwrath
Profile Joined August 2012
Spain10142 Posts
October 06 2012 11:28 GMT
#249
Or a guy with the modded demo playing against sectoid commanders, etc etc... (just got raped on classic haha)

http://es.twitch.tv/gamereviewtv
ToT)OjKa(
Profile Blog Joined May 2007
Korea (South)2437 Posts
October 06 2012 12:51 GMT
#250
http://www.gameinformer.com/games/xcom_enemy_unknown/b/xbox360/archive/2012/10/05/review.aspx has a pretty good video too
OjKa OjKa OjKa!
Godwrath
Profile Joined August 2012
Spain10142 Posts
October 06 2012 14:01 GMT
#251
For those who don't care about spoilers. 3 hour gameplay.

+ Show Spoiler +
Mehukannu
Profile Joined October 2010
Finland421 Posts
October 07 2012 10:08 GMT
#252
If there is anything that I would want an x-com game to be it definitely would be something like this.
http://androidarts.com/xcom/rebelsquad.htm
That guy has so many cool ideas.
C=('. ' Q)
YMCApylons
Profile Blog Joined August 2010
Taiwan359 Posts
Last Edited: 2012-10-08 03:28:25
October 08 2012 03:25 GMT
#253
On October 06 2012 19:09 daemir wrote:
Unless you're playing Superhuman level in original, the only really important stat your soldiers have is Psi Strength. Attacking a Sectoid or Ethereal base is suicide without Psi resistant troops, because the AI cheats. All it needs is LoS of _any_ of your squad/HWPs with any of its units to launch Psi attacks at any of your unit (it always picks the one with least resistance, based on distance) and after turn 20 it gains maphack so it always sees all your units.

Base assaults into Psi gifted races means you're pretty much under Psi siege from turn 2 and after turn 20 you'll always be under it. If your troops aren't Psi resistant, the aliens will panic and mc half your squad, the other half panics/berserks because of the morale loss and you're generally effed.

Rest is just being patient and careful. Buildings blocking LoS and potential hostiles there? Instead of filing through doorways, just level the damn building. Laser weapons with unlimited ammo, form a firing line and blast a few turns. Barns turn into few standing wall sections, orchards turn to ash and so forth. Rocket launchers, grenades, heavy explosives, all goes. Except in terror missions where you might want to avoid civilian casualties if you are concerned about your monthly score.

I use 3 classes as I play
- trooper. has armor, weapon and medikit. Laser rifles or heavy plasmas. Stun weapons if I need alien navigator/leader/commander for tech purposes
- rear commander. the highest rank soldier I have, all stats (except Psi str in base assault) irrelevant. Sits in the landing craft whole mission with a mind probe in hand to check aliens for rank and remaining TUs for capture. He is there purely to keep morale high on the troopers in case a lot of them die so the rest won't panic/berserk.
- psi troops. usually 2, stay in the ship, equipped with Mind Amps and nothing else. Will try to MC/panic aliens that pose a threat my troopers can't safely remove. MCed aliens work as perfect disposable scouts.


Quoted for truth:

+ I used to hire batches of 30 soldiers, have them psi-tested, and keep the five strongest.

+ Rear commander is vital for morale purposes.

+ In the early game, troopers split into four classes. Snipers, scouts, heavies, and fodder. Fodder suicides through UFO doors to take reaction shots. Scouts (high reaction) have grenades and pistols and sweep forward to look for aliens. Snipers (high accuracy) take the shot. Heavy (high strength) use missile launchers and autocannons to blow holes in buildings, take out cyberdisks, and set fire to the forest for night jungle missions (although any good player would wait for daylight).

+ Late game, just psi troopers and plasma troopers. Maybe 2-4 guys with flying suits in more of a scouting role, with motion sensors.

+ In late game at high difficulty, add psy-sponges. Get a couple psy-weak soldiers, keep them unarmed, and let them get psy-bombed in the Skyranger, just absolutely freaking out every turn.

+ Except in terror missions, time is your friend. Do a slow, methodical sweep of the map, and don't be stingy with the explosives. When in doubt, blow a hole in that wall.
You must construct additional pylons.
CitrusFo
Profile Blog Joined June 2011
Canada116 Posts
October 08 2012 03:32 GMT
#254
I think ill stick with TFTD this one doesnt seem to hold the X-com spirit
Sup Dawgs. Im Simon
Veldril
Profile Joined August 2010
Thailand1817 Posts
October 08 2012 04:06 GMT
#255
On October 08 2012 12:32 CitrusFo wrote:
I think ill stick with TFTD this one doesnt seem to hold the X-com spirit


It depends on what "hold the X-COM spirit" means. If it means exact copy with upgrade graphic, then it's not. If it's mean a great turn-base game with intense moment and possible grieve of losing your whole squad, then it is very likely that it is a good successor or remake of the original one.
Without love, we can't see anything. Without love, the truth can't be seen. - Umineko no Naku Koro Ni
GTR
Profile Blog Joined September 2004
51602 Posts
Last Edited: 2012-10-08 04:09:15
October 08 2012 04:08 GMT
#256
Played this at the EB Expo (Australian game convention) on the weekend. Game is pretty slow to get into, but I can feel after a few hours people will get hooked on to it.
Commentator
Candadar
Profile Blog Joined July 2011
2049 Posts
Last Edited: 2012-10-08 04:22:59
October 08 2012 04:21 GMT
#257
I was extremely underwhelmed by the demo. So many cutscenes and so little gameplay, and the gameplay was some of the easiest stuff of my life. Plus no randomly generated maps. I'll be checking out more advanced gameplay after release, but I'm going to be a bit wary about this. It didn't give good first impressions.

EDIT: Anyone with more experience though, feel free to convince me otherwise.
Vaelone
Profile Blog Joined February 2011
Finland4400 Posts
Last Edited: 2012-10-08 04:33:56
October 08 2012 04:33 GMT
#258
On October 08 2012 13:21 Candadar wrote:
I was extremely underwhelmed by the demo. So many cutscenes and so little gameplay, and the gameplay was some of the easiest stuff of my life. Plus no randomly generated maps. I'll be checking out more advanced gameplay after release, but I'm going to be a bit wary about this. It didn't give good first impressions.

EDIT: Anyone with more experience though, feel free to convince me otherwise.


Well most of the demo was tutorial which someone said can be skipped in the full game and the little actual gameplay you had was apparently on the easiest difficulty.

I was worried as well but then I watched video someone linked where IGN guys were getting raped on classic.

+ Show Spoiler +
andrewlt
Profile Joined August 2009
United States7702 Posts
October 08 2012 04:39 GMT
#259
I like the way the first three X-Com games handled stats. Some of your soldiers have better accuracy, strength, TUs etc. than others and are better suited for certain roles, but everybody can still get lucky shots with a weapon. For example, if your top sniper missed the alien, you still have the option of scrambling your lesser troops to try to kill that alien.

Contrast that to a more class based game like Valkyrie Chronicles. I still enjoyed the game but the fact is, by the midgame, it's completely pointless to even use certain classes against certain enemies. However, the correct class can easily one-shot the correct enemy it counters and is even resistant to that enemy's attacks. The class system made the soldiers too specialized and one-dimensional. It feels like having a squad of rocks, papers and scissors instead of a squad of soldiers with different abilities.
pedduck
Profile Blog Joined August 2004
Thailand468 Posts
October 08 2012 08:41 GMT
#260
On October 08 2012 13:39 andrewlt wrote:
I like the way the first three X-Com games handled stats. Some of your soldiers have better accuracy, strength, TUs etc. than others and are better suited for certain roles, but everybody can still get lucky shots with a weapon. For example, if your top sniper missed the alien, you still have the option of scrambling your lesser troops to try to kill that alien.

Contrast that to a more class based game like Valkyrie Chronicles. I still enjoyed the game but the fact is, by the midgame, it's completely pointless to even use certain classes against certain enemies. However, the correct class can easily one-shot the correct enemy it counters and is even resistant to that enemy's attacks. The class system made the soldiers too specialized and one-dimensional. It feels like having a squad of rocks, papers and scissors instead of a squad of soldiers with different abilities.


I think it is kind of normal that each class will be better against certain class. The thing is when we combine them in to a squad, they should be able to handle most situation the game throw at you. I think in Valkyrie Chronicles, the game want you to carefully select your squad from the list of available personal... but because each type of enemy has to be killed by each type of soldier, it become rocks, papers and scissors just like you said. It is better to have an enemy that can be kill by different ways.
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