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XCOM: Enemy Unknown - Page 19

Forum Index > General Games
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Prev 1 17 18 19 20 21 102 Next
Ssin
Profile Blog Joined August 2010
United States88 Posts
October 10 2012 15:53 GMT
#361
On October 10 2012 23:53 LoLAdriankat wrote:
Does anyone else fall behind on their research in Classic difficulty? I always go up against tougher aliens before I have laser weapons, even when I rush tech.


Laser weapons are a crutch. They make the fights easier, sure, but there is no sense rushing for them when you can spend your time getting more important things first (sat. coverage, squad size increases, etc). It relates to the original X-Com where you could finish the game with just using terrestrial weapons on your soldiers (though, the upgraded interceptor weapons are pretty necessary).

In the end I guess it depends on your play style, but from my point of view, they are something that you can hold off until later.
seRapH
Profile Blog Joined April 2009
United States9756 Posts
October 10 2012 15:58 GMT
#362
It's hard to last against mutons and cyberdiscs without upgraded weapons though. And by hard I mean if you're relying purely on conventional ballistic weapons and maybe a few explosives a squad of mutons and a cyberdisc troop will decimate your squad.

Or maybe I'm just bad...?
boomer hands
HoboJoe20
Profile Joined June 2012
Canada63 Posts
October 10 2012 16:07 GMT
#363
On October 11 2012 00:58 seRapH wrote:
It's hard to last against mutons and cyberdiscs without upgraded weapons though. And by hard I mean if you're relying purely on conventional ballistic weapons and maybe a few explosives a squad of mutons and a cyberdisc troop will decimate your squad.

Or maybe I'm just bad...?

I managed to get through the first couple fights against Mutons just fine without any advanced weapons research, mainly on the back of strong sniper support and shotguns.

My biggest mistake so far seems to be misreading the Satellite screen in the quick tutorial and thinking that dollar cost was upkeep not funding ... so I chose the country with the lowest income but the highest current panic level, and haven't had much money to do much since then.
Ssin
Profile Blog Joined August 2010
United States88 Posts
October 10 2012 16:17 GMT
#364
Well, it depends on your play style. Certainly they help immensely against Cyberdisks, but if you don't have them yet you would have to play very slowly and very caustiously. If they catch you offguard you are hosed, maybe recoverable or not.

There is still a lot in the game to play around with. Even taking your time you can probably get laser weapons before your first Cyberdisk even shows up. Try outfitting an Assault with the High Explosive trait with a conventional weapon and play around with that as an alternative (I have not yet done this personally, but has been floating around in my mind).

As for being bad? I think we all are at the moment. There are too many things to try until a good "formula" is found.
Pufftrees
Profile Joined March 2009
2449 Posts
October 10 2012 16:19 GMT
#365
X-Com + Classic + Ironman = Too sick to go to work today



^_^
Chance favors the prepared mind.
Tobberoth
Profile Joined August 2010
Sweden6375 Posts
October 10 2012 16:56 GMT
#366
Does anyone know about the mod support? The developers indicated they wanted to implement it, but that was in old interviews and it was vague, haven't heard much since. Does anyone know if there is any? Because that's just a pandoras box of potential right there.
Hargol
Profile Joined April 2011
United States52 Posts
October 10 2012 17:56 GMT
#367
I had heard that as well and I have to say that if it's still true this will be my favorite game of all time!

And the game is a lot more fun if you name your troops after friends and family. I will forever treasure my injured father coming over to me and me healing him and hearing me say him, "Quit your bitching!"
ZeaL.
Profile Blog Joined April 2009
United States5955 Posts
October 10 2012 19:32 GMT
#368
Its fun to name your troops but its really sad when they die =[. After getting so attached to my squad I lost half of them to a difficult engagement. RIP Jesus, Jesus, and Julio .
adwodon
Profile Blog Joined September 2010
United Kingdom592 Posts
October 10 2012 19:52 GMT
#369
So I'm on my 3rd round of Iron Man now, first 2 got owned hard after Mutons started to appear. The last time they appeared I was fighting 2 Mutons 2 Sectoids and 9 of those jet back bastards all at once and they murdered my entire squad.

Without rocket / sniper support missions after that were just full of fail

Think I have things better figured out now though, improving every round! Never played the original so I didn't really get how this whole thing worked at first.
Tobberoth
Profile Joined August 2010
Sweden6375 Posts
October 10 2012 19:58 GMT
#370
For people who have gotten farther, is it realistic to keep crisis down in all areas? Every time I've gotten an abduct mission I've taken the one with the highest crisis factor, but still, tons of countries are almost maxed and south africa has been maxed for a while. I just don't have even close to enough funds to put up enough satellites (i have one in germany and one in the US, with the capability to put up another one as soon as I have enough cash to build it).

Since I've gotten excellent or at least just under, and A ranking from the council every month, I would have expected the crisis levels to be decently low, but no, they just keep rising through the roof :/
Gorsameth
Profile Joined April 2010
Netherlands21694 Posts
October 10 2012 20:11 GMT
#371
Just had my first Terror mission and have lost Australia while the US is dangerously high but everyone else is at like 1 bar.

The Terror mission actualy saved China for me since it drops panic by so very very much :p

Think at some point your just going to have to let nations go if your playing on the higher difficulty lvls
It ignores such insignificant forces as time, entropy, and death
DidYuhim
Profile Joined September 2011
Ukraine1905 Posts
October 10 2012 20:40 GMT
#372
So, how it is, compared to X-Com:EU(the DOS one)?

MC is still overpowered?
Ssin
Profile Blog Joined August 2010
United States88 Posts
Last Edited: 2012-10-10 20:46:56
October 10 2012 20:41 GMT
#373
This will forever be known as: "The mission that ended X-Com"
+ Show Spoiler +

[image loading]
[image loading]
[image loading]


Terror mission was a combination of Cyberdisks and Chryssalids. First turn two units of Cyberdisks + Drones flew right over into my squad, a unit of Chryssalids came knocking right after that followed by some zombies. So horrible.

Lost all of my units, and the Council Report? Gave me a B. I guess I put a lot of effort into dying that month. Well, game scrapped and time to start again. Classic Ironman is brutal. Also going to poke through the files and turn off the cut-scenes. Sick of watching the ones I have already seen.

On October 11 2012 05:40 DidYuhim wrote:
So, how it is, compared to X-Com:EU(the DOS one)?

MC is still overpowered?


It is decent. They took out a lot of what made the original X-Com great. Whenever you spot aliens, they get a free move (which is a rant I am going to start later....), turn units are gone, and you can no longer area fire non-explosive weapons. As for mind control, I have not made it that far to check yet, I am sure others have and could respond to you on that point.

Final word is that it is a good attempt, but its not perfect. If they do have mod support, you can bet that a "classic" xcom mod will be made.
beef42
Profile Blog Joined October 2008
Denmark1037 Posts
October 10 2012 20:41 GMT
#374
I think the world shitting its pants without constant hand-holding by elite soldiers with futuristic weaponry is a pretty plausible response to alien invasion.
Tobberoth
Profile Joined August 2010
Sweden6375 Posts
October 10 2012 21:07 GMT
#375
On October 11 2012 05:41 Ssin wrote:
This will forever be known as: "The mission that ended X-Com"
+ Show Spoiler +

[image loading]
[image loading]
[image loading]


Terror mission was a combination of Cyberdisks and Chryssalids. First turn two units of Cyberdisks + Drones flew right over into my squad, a unit of Chryssalids came knocking right after that followed by some zombies. So horrible.

Lost all of my units, and the Council Report? Gave me a B. I guess I put a lot of effort into dying that month. Well, game scrapped and time to start again. Classic Ironman is brutal. Also going to poke through the files and turn off the cut-scenes. Sick of watching the ones I have already seen.

Show nested quote +
On October 11 2012 05:40 DidYuhim wrote:
So, how it is, compared to X-Com:EU(the DOS one)?

MC is still overpowered?


It is decent. They took out a lot of what made the original X-Com great. Whenever you spot aliens, they get a free move (which is a rant I am going to start later....), turn units are gone, and you can no longer area fire non-explosive weapons. As for mind control, I have not made it that far to check yet, I am sure others have and could respond to you on that point.

Final word is that it is a good attempt, but its not perfect. If they do have mod support, you can bet that a "classic" xcom mod will be made.

I think there is pretty good reason that the aliens get a "free move" when you see them. Its probably because it would be too easy otherwise, you'd move up, find aliens and kill them all since they aren't in cover, before it's their turn. By letting them move immediately (but not able to attack I think), they will at least get into cover and a proper "fight" will start.
Ssin
Profile Blog Joined August 2010
United States88 Posts
Last Edited: 2012-10-10 21:34:50
October 10 2012 21:14 GMT
#376
Well, it causes some issues. Namely I have had the following happen:

Aliens turn, they move into my line of sight haphazardly (action #1), then they get their free spot move (action #2) which they use to get all up in my face and then they unleash hell onto my soldiers (action #3). That I do not agree with.

On October 11 2012 06:21 HoboJoe20 wrote:
Show nested quote +
On October 11 2012 06:14 Ssin wrote:
Well, it causes some issues. Namely I have had the following happen:

Aliens turn, they move into my line of sight haphazardly (action #1), then they get their free spot move (action #2) which they use to get all up in my face and then they unleash hell onto my soldiers (action #3). That I do not agree with.

If the aliens move into view on their turn, they do not get the "free" action like they get if you discover them on your turn. I know I've had many enemy turns where they only move into my vision range, move a second time ... and that's it. I have never had them do as you describe.

To summarize:

On your turn, enemy reveal grants them 1 move action.
On their turn, all enemies get 2 full actions like normal.


They did though! First time it happened was a pack of floaters that broke through a door, did their "you saw me!" animation, flew above my guys, then pelted them with plasma. It could have been a bug, yes. But it has happened.
Gorsameth
Profile Joined April 2010
Netherlands21694 Posts
October 10 2012 21:18 GMT
#377
On October 11 2012 06:14 Ssin wrote:
Well, it causes some issues. Namely I have had the following happen:

Aliens turn, they move into my line of sight haphazardly (action #1), then they get their free spot move (action #2) which they use to get all up in my face and then they unleash hell onto my soldiers (action #3). That I do not agree with.


What i've never had aliens do something after there free move. Always ended there action even if they were going somewhere else
It ignores such insignificant forces as time, entropy, and death
HoboJoe20
Profile Joined June 2012
Canada63 Posts
Last Edited: 2012-10-10 21:22:31
October 10 2012 21:21 GMT
#378
On October 11 2012 06:14 Ssin wrote:
Well, it causes some issues. Namely I have had the following happen:

Aliens turn, they move into my line of sight haphazardly (action #1), then they get their free spot move (action #2) which they use to get all up in my face and then they unleash hell onto my soldiers (action #3). That I do not agree with.

If the aliens move into view on their turn, they do not get the "free" action like they get if you discover them on your turn. I know I've had many enemy turns where they only move into my vision range, move a second time ... and that's it. I have never had them do as you describe.

To summarize:

On your turn, enemy reveal grants them 1 move action.
On their turn, all enemies get 2 full actions like normal.
ToT)OjKa(
Profile Blog Joined May 2007
Korea (South)2437 Posts
October 10 2012 22:13 GMT
#379
So my first proper game has come to an end. Didn't realise you could get such good craft upgrades via autopsy so I never actually shot down any UFO larger than small which hurt my alloys real bad.

My first load of alloys I spent on the better armour. That was pretty much my only alloys for the playthrough but I got by with human weapons pretty well, even against mutons.

Luckily with mutons, when you first spot them they always seemed to hug near eachother. So a good old blast and some concentrated fire + the ever amazing double shot shotgun in the back and gg mutha fuckaaaas.

I'mma wreck them on this new playthrough
OjKa OjKa OjKa!
DonKey_
Profile Joined May 2010
Liechtenstein1356 Posts
October 10 2012 22:23 GMT
#380
On October 11 2012 01:17 Ssin wrote:
Well, it depends on your play style. Certainly they help immensely against Cyberdisks, but if you don't have them yet you would have to play very slowly and very caustiously. If they catch you offguard you are hosed, maybe recoverable or not.

There is still a lot in the game to play around with. Even taking your time you can probably get laser weapons before your first Cyberdisk even shows up. Try outfitting an Assault with the High Explosive trait with a conventional weapon and play around with that as an alternative (I have not yet done this personally, but has been floating around in my mind).

As for being bad? I think we all are at the moment. There are too many things to try until a good "formula" is found.

Idk if it's just cause i'm playing on normal, but i've gotten to the alloy cannon before I've hit a cyberdisk. I have hit ufo missions with 12-15 mutons though.
`Oh, you can't help that,' said the Cat: `we're all mad here. I'm mad. You're mad.'
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