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XCOM: Enemy Unknown - Page 48

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Bwaaaa
Profile Joined September 2011
Australia969 Posts
October 23 2012 05:58 GMT
#941
Do people recommend me playing this or just buying the original off of gamers gate? I heard that the new version is more simple but I have never played a xcom before.
Argoth.
Profile Joined December 2004
Germany1961 Posts
October 23 2012 06:17 GMT
#942
The one who made the controls, especially in UFOs deserves to be fired. Such a pain in the ass....
-Archangel-
Profile Joined May 2010
Croatia7457 Posts
October 23 2012 07:59 GMT
#943
On October 23 2012 14:58 Bwaaaa wrote:
Do people recommend me playing this or just buying the original off of gamers gate? I heard that the new version is more simple but I have never played a xcom before.

Depends. Do you more like free form games that don't hold your hand but also play slower and have a lot of managment tasks or do you like the opposite?
TomatoShark
Profile Joined August 2011
United States288 Posts
October 23 2012 09:46 GMT
#944
yeah I had a sectopod run right next to my guys and 1 shot them all :/
-Archangel-
Profile Joined May 2010
Croatia7457 Posts
October 23 2012 10:42 GMT
#945
On October 23 2012 08:34 -Archangel- wrote:
Uff, bugs, bugs, bugs. I was just playing the Overseer craft mission and this was most teleporting bugs I seen in one mission.
First one sectopod teleports to other side of map (I discovered him with ghosted soldier). Then few rounds later another sectopod teleports.

Then later I run into main chamber to get the ethereal and set up nicely around the doors and with ghosted soldier inside with arc ready and in their turn both him and his two muton elite bodyguards fall through the floor and teleport somewhere

Time to go to sleep. F*ck this shit.

Ok, I decided to continue in the morning. Since last 3 enemies fell into the earth and I could not find them (although I would get a sound warning they were around all the time - mostly outside the edge of area lol) I decided to get back to extraction and abort the mission and wait until I can shoot down another Overseer ship.

So there was I dashing back and bringing up the rear were my 2 heavies. Suddenly during alien turn 2 heavy mutons and ethereal appear behind them at edge of vision and get their full turn. They move and shoot my exposed heavies in the back. One goes down and is critical and other gets reduced to 4 life. So now I got 3 full life tough enemies vs 4 of my guys that are out of position (that 4 life heavy would just go down as soon as I tried to use him; one grenade would do him in) and I also need to revive my other heavy within 3 turns.
It was tense but I managed to win without loses, I just failed to capture the Ethereal.
Infernal Knight
Profile Joined July 2012
United States557 Posts
October 23 2012 12:25 GMT
#946
I am kind of curious about this teleporting bug everyone keeps reporting. The only time I experienced a bug was that my Archangel Armor soldier apparently flew to someplace that wasn't actually a legal location and proceeded to be stuck for the rest of the mission, but aside from that I haven't run across any bugs or glitchy behavior at all.
"It's like you were running away from bears, except that the bears have the power to make forcefields." - QxC
-Archangel-
Profile Joined May 2010
Croatia7457 Posts
October 23 2012 12:37 GMT
#947
On October 23 2012 21:25 Infernal Knight wrote:
I am kind of curious about this teleporting bug everyone keeps reporting. The only time I experienced a bug was that my Archangel Armor soldier apparently flew to someplace that wasn't actually a legal location and proceeded to be stuck for the rest of the mission, but aside from that I haven't run across any bugs or glitchy behavior at all.

To me it happens at least 50% with sectopods. It wasn't as noticeable with other units.

If you run into drones without sectopod or cyberdisk it means it teleported. I usually then find sectopods on top of some vehicle or hill unable to move or come down.
Simberto
Profile Blog Joined July 2010
Germany11690 Posts
October 23 2012 14:07 GMT
#948
On October 23 2012 16:59 -Archangel- wrote:
Show nested quote +
On October 23 2012 14:58 Bwaaaa wrote:
Do people recommend me playing this or just buying the original off of gamers gate? I heard that the new version is more simple but I have never played a xcom before.

Depends. Do you more like free form games that don't hold your hand but also play slower and have a lot of managment tasks or do you like the opposite?


Also, it depends a lot on how much you value graphics and more modern mechanics. You have to remember that Ufo Defense is from 1994. This means for example that you have a resolution of (i think) 320:240, if you move an item in the inventory, you have to drop it before grabbing an other item instead of moving it over the other one, if you want to have specific guys to have specific weapons, you have to tell them before each mission, absolutely no tutorial whatsoever, etc... If you can beyond all of that, Ufo Defense is still a very good game.
eluv
Profile Joined August 2010
United States1251 Posts
October 23 2012 15:48 GMT
#949
Well, finally pulled off my Classic/Ironman victory, but only after losing one playthrough to the last room of the last mission - Ironman has no pity. One thing I can honestly say is that I'm much better at the tactical game than I was when I tried earlier playthroughs, as in there was, at least for me, room to improve my skill.

Aside from that, I think the biggest thing I realized was that quite a lot of the time, selling things in the grey market for short term benefit was almost *always* worth it. The early game is the hardest part, and once you've reached plasma/Col snipers, you can breeze through as many UFO's as you need to farm resources, so getting there I think it's worth it to sacrifice just about anything you can.
"Yes I fucked my way to the GSL partnership" - Sundance
Maxyim
Profile Joined March 2012
430 Posts
October 23 2012 16:54 GMT
#950
On October 24 2012 00:48 eluv wrote:
Well, finally pulled off my Classic/Ironman victory, but only after losing one playthrough to the last room of the last mission - Ironman has no pity. One thing I can honestly say is that I'm much better at the tactical game than I was when I tried earlier playthroughs, as in there was, at least for me, room to improve my skill.

Aside from that, I think the biggest thing I realized was that quite a lot of the time, selling things in the grey market for short term benefit was almost *always* worth it. The early game is the hardest part, and once you've reached plasma/Col snipers, you can breeze through as many UFO's as you need to farm resources, so getting there I think it's worth it to sacrifice just about anything you can.


What was your exact team, and did you lose any core soldiers at any point?
farvacola
Profile Blog Joined January 2011
United States18843 Posts
October 23 2012 17:35 GMT
#951
I just got this game yesterday and it is consuming my life, like Tactics Ogre on space age crack.
"when the Dead Kennedys found out they had skinhead fans, they literally wrote a song titled 'Nazi Punks Fuck Off'"
Clarity_nl
Profile Joined November 2011
Netherlands6826 Posts
October 23 2012 17:42 GMT
#952
On October 24 2012 00:48 eluv wrote:
Well, finally pulled off my Classic/Ironman victory, but only after losing one playthrough to the last room of the last mission - Ironman has no pity.


Except for the fact that the final mission is infinitely replayable even on ironman
FIGHT THE GOOD FIGHT AGAINST STUPIDITY CLARITY, I BELIEVE IN YOU! - Palmar
Airact
Profile Joined April 2010
Finland366 Posts
Last Edited: 2012-10-23 19:38:08
October 23 2012 19:25 GMT
#953
Hah. And here I am trying to beat the first Terror mission lol.

Have fucked up two Classic - Ironman runs so far only to get absolutely annihilated by the first Terror mission on both runs, effectively killing them both (Lose the mission - too much panic - lose too much money).

Killing the easier aliens pretty well and then I spot Chryssalids. They get a free turn and if I'm lucky, they don't kill one of my soldiers immediately. I just end up getting absolutely destroyed by either the initial Chryssalids or I miss too much and manage to let a zombie hatch -> You can guess what happened.


Am I doing something wrong when I get the first Terror mission when I have no Laser tech, no t1 armor (carapace?) and no Officer training facility thing (more squad size)? I actually got t1 armor and laser tech on my first run (I think tutorial makes it easier to do) but it didn't actually change much (lost a guy pretty early as well so that didn't help).

The game's fun tho'. I probably should have started with Normal or Easy first (little to no experience from these kinds of games) but it's not XCOM if it isn't hard as fuck.
Rayeth
Profile Blog Joined April 2010
United States883 Posts
October 23 2012 19:51 GMT
#954
The thing about terror missions is that you have to totally ignore the civilians on the higher difficulties. Trying to save them will definitely get your soldiers killed and the hit to your mission rating for them dying isn't worth that.

You have to be extra careful to move slow and have lots of overwatch ready for them. Then simply blast away as soon as you reveal them.
The Innocent shall suffer... big time.
ZasZ.
Profile Joined May 2010
United States2911 Posts
October 23 2012 20:01 GMT
#955
On October 24 2012 04:25 Airact wrote:
Hah. And here I am trying to beat the first Terror mission lol.

Have fucked up two Classic - Ironman runs so far only to get absolutely annihilated by the first Terror mission on both runs, effectively killing them both (Lose the mission - too much panic - lose too much money).

Killing the easier aliens pretty well and then I spot Chryssalids. They get a free turn and if I'm lucky, they don't kill one of my soldiers immediately. I just end up getting absolutely destroyed by either the initial Chryssalids or I miss too much and manage to let a zombie hatch -> You can guess what happened.


Am I doing something wrong when I get the first Terror mission when I have no Laser tech, no t1 armor (carapace?) and no Officer training facility thing (more squad size)? I actually got t1 armor and laser tech on my first run (I think tutorial makes it easier to do) but it didn't actually change much (lost a guy pretty early as well so that didn't help).

The game's fun tho'. I probably should have started with Normal or Easy first (little to no experience from these kinds of games) but it's not XCOM if it isn't hard as fuck.


I started with Classic Ironman because based on what I had heard from others, it's the only way to truly experience this game. Several failed playthroughs later, I'd have to agree, but it can be frustrating.

I completed the first terror mission with no laser tech, basic armor, and no officer training, although all of those things are possible to have if you play well up to the mission. You have to have plenty of Overwatch set up for them, and I have found it helps immensely to have a leveled-up, well armed Assault and Sniper/Heavy for that mission so you can focus them down quickly before you have more than one within attack range.

I would disagree with the above poster though...you don't need to completely ignore civilians, but the first time I ran a terror mission I thought I had to individually save them all, not realizing that the ones still alive when you kill all the aliens are automatically saved. The moral of the story is the faster you lock down and eliminate the aliens, the more civilians you will save, period. Don't go out on a limb, or make your squad vulnerable in order to save one extra person, it's not worth it.
Maxyim
Profile Joined March 2012
430 Posts
Last Edited: 2012-10-23 20:53:40
October 23 2012 20:53 GMT
#956
On October 24 2012 04:25 Airact wrote:
Hah. And here I am trying to beat the first Terror mission lol.

Have fucked up two Classic - Ironman runs so far only to get absolutely annihilated by the first Terror mission on both runs, effectively killing them both (Lose the mission - too much panic - lose too much money).

Killing the easier aliens pretty well and then I spot Chryssalids. They get a free turn and if I'm lucky, they don't kill one of my soldiers immediately. I just end up getting absolutely destroyed by either the initial Chryssalids or I miss too much and manage to let a zombie hatch -> You can guess what happened.


Am I doing something wrong when I get the first Terror mission when I have no Laser tech, no t1 armor (carapace?) and no Officer training facility thing (more squad size)? I actually got t1 armor and laser tech on my first run (I think tutorial makes it easier to do) but it didn't actually change much (lost a guy pretty early as well so that didn't help).

The game's fun tho'. I probably should have started with Normal or Easy first (little to no experience from these kinds of games) but it's not XCOM if it isn't hard as fuck.


You are doing something wrong if you spot Chryssalids and don't have available soldiers to fire on them in that turn. Since spotting them causes them to move forward, you should only scout with your first soldier to move in a particular round.
eluv
Profile Joined August 2010
United States1251 Posts
Last Edited: 2012-10-23 22:14:56
October 23 2012 21:09 GMT
#957
On October 24 2012 01:54 Maxyim wrote:
Show nested quote +
On October 24 2012 00:48 eluv wrote:
Well, finally pulled off my Classic/Ironman victory, but only after losing one playthrough to the last room of the last mission - Ironman has no pity. One thing I can honestly say is that I'm much better at the tactical game than I was when I tried earlier playthroughs, as in there was, at least for me, room to improve my skill.

Aside from that, I think the biggest thing I realized was that quite a lot of the time, selling things in the grey market for short term benefit was almost *always* worth it. The early game is the hardest part, and once you've reached plasma/Col snipers, you can breeze through as many UFO's as you need to farm resources, so getting there I think it's worth it to sacrifice just about anything you can.


What was your exact team, and did you lose any core soldiers at any point?


My first attempt to make it to the last room, I ran double Sniper, double Heavy, Assault, Support. However, by the time I got to the end of the last mission, I was a man down, and missing about half the health on most of my squad, just through attrition. So this time, I decided to drop one of the heavies in favor of an extra support, and that actually worked quite well. With an assault in Ghost armor, two snipers in Archangel, and the other three in Carapace, you could use squad-sight, ghost armor, and run+gun, and kill an entire pack of enemies before they were aware you were there.

As someone noted above, you can replay the last mission on Ironman, which I did in that first save, but either through a bug, or game design, after beating the mission I got the "Victory" cinematic, then a defeat endgame screen, and no Steam Achievements - and it wasn't a true Ironman win anyway, so I had to go back and start over. It really didn't help that the only psi-gifted soldier I got in my main group was one of my snipers in that first try, so he had to run around the last mission in psi-armor, with less health and no ability to fly. This time I was lucky enough to get it on a support, the ideal candidate for it in my eyes.

In terms of losing soldiers, here's my Memorial:
+ Show Spoiler +

[image loading]

The two Colonels were both snipers, so that definitely put me back a bit, but I did lose them a month apart which gave me some time to start training replacements, and I think the rest are assorted Assaults/Heavies/Supports whose death didn't really matter that much. I'd say that aside from Snipers, it hurts the most to lose a levelled support, because until you rank up a new one, you won't have triple medkits, while lvl 1 Assaults have run+gun, and lvl 1 Heavies have rockets, so you're basically set. I did have a heavy that managed to make it through the entire game - and double Danger Zone rockets help a lot when you have an otherwise underlevelled squad.

In terms of the strategy layer, I started in Asia and rushed out a Foundry/OTS, picking up all the OTS stuff (since it's all amazing), and pistol, ammo, and medkit stuff from the foundry. I got Nano-Fiber then Carapace armor out pretty fast - and used the health-up item (Either nano-fiber or chitin) on everyone who wasn't a sniper or a support, and they got scopes/medkits.

The last thing I'll say is that this was my 30th(!) Ironman/Classic try, its just that most of them died quite quickly, although I now suspect that was in large part due to bad play, and not just bad luck. Many of their memorials were much longer than the one I won on, and got that way in much less time.
"Yes I fucked my way to the GSL partnership" - Sundance
Maxyim
Profile Joined March 2012
430 Posts
Last Edited: 2012-10-24 00:29:06
October 24 2012 00:25 GMT
#958
OK, I found a bug that I have now replicated multiple times.

Scenario - you send a unit in ghost mode to scout ahead. Let's say that you reveal some enemy packs, who are not "triggered" as they do not see you.

If you subsequently send in another unit in ghost mode, say to position on a flank, the packs will behave as if they have seen you, and will trigger.

Furthermore, if you are executing this maneuver through a closed door, and the door is opened by either the initial ghost scout, or if you have mans positioned on the opposite side of the room behind a closed door, and if you MOVE into one of the spaces adjacent to the door, the packs will also "trigger." So, let's say you have a unit crouching next to a door, and you move him to the side (away from the door) one space, and then move him back to where he started, just this action will cause packs to "trigger."

Very strange, and I can imagine, probably very frustrating if this happens to a hardcore player and puts them in a bad spot that does not logically make sense (why do enemies behave differently just because you can see them?)

Also, floater-type aliens do NOT trigger assault's free reaction shot on 4 meters ability, just FYI.
Sub40APM
Profile Joined August 2010
6336 Posts
October 24 2012 02:14 GMT
#959
I wish there was a way to mute the soldiers for specific sounds without losing some of the games atmosphere.
Hearing doctor valen or doctor shen explain to me for the 3rd time what i should or shouldnt do is annoying enough but when one lucky shot causes the entire squad to panic-kill each other [annoying in its own right] to hear the cries of panicked soldiers is so annoying.
Spazer
Profile Blog Joined March 2009
Canada8033 Posts
October 24 2012 05:33 GMT
#960
THIS ISN'T RIGHT.

NO. NO DAMNIT NO!

NOOOO, I WANNA GO HOME.

I hate you guys so much.
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