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XCOM: Enemy Unknown - Page 71

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beef42
Profile Blog Joined October 2008
Denmark1037 Posts
March 06 2013 16:57 GMT
#1401
On March 06 2013 23:45 -Archangel- wrote:
Show nested quote +
On March 06 2013 20:42 beef42 wrote:
On March 06 2013 20:35 daemir wrote:
Biggest gripe vs the original, aliens popping out of thin air. Dumb mechanic. Being hit while in full cover is retarded too, when the visual representation of full cover is often something where you don't even have a line of sight on the enemy without peeking out. Are those "elite" soldiers really so dumb they peek their head right into the plasma shots?


Well at least they don't camp the exit ramp of the Skyranger picking off soldiers as they leave the craft anymore.

Which is too bad as this is a very realistic thing to do to idiots that try to land 100m from your own craft.


The aliens clearly don't understand modern infantry warfare. It would be cool if they got smarter over time. Like first few encounters aliens have no clue, standing around in the open firing inaccurate plasma guns, but later they'd be tacticool and flank you and run around and all that.
-Archangel-
Profile Joined May 2010
Croatia7457 Posts
Last Edited: 2013-03-06 17:12:16
March 06 2013 17:10 GMT
#1402
On March 07 2013 01:57 beef42 wrote:
Show nested quote +
On March 06 2013 23:45 -Archangel- wrote:
On March 06 2013 20:42 beef42 wrote:
On March 06 2013 20:35 daemir wrote:
Biggest gripe vs the original, aliens popping out of thin air. Dumb mechanic. Being hit while in full cover is retarded too, when the visual representation of full cover is often something where you don't even have a line of sight on the enemy without peeking out. Are those "elite" soldiers really so dumb they peek their head right into the plasma shots?


Well at least they don't camp the exit ramp of the Skyranger picking off soldiers as they leave the craft anymore.

Which is too bad as this is a very realistic thing to do to idiots that try to land 100m from your own craft.


The aliens clearly don't understand modern infantry warfare. It would be cool if they got smarter over time. Like first few encounters aliens have no clue, standing around in the open firing inaccurate plasma guns, but later they'd be tacticool and flank you and run around and all that.

Only real explanation is that they don't care because they are overconfident. Or that they make it easier for us because this whole invasion is actually a test for humanity.

Still, while their behaviour makes sense lore wise, I still wish combat was not just small firefight one after another. Old UFO style of whole maps is one big battlefield was more fun in my opinion. Also the new system of control and cover is more fun in new X-Com. I hope the expansion or sequel mixes it up a bit between these two games and we get something that is better then both.
papaz
Profile Joined December 2009
Sweden4149 Posts
Last Edited: 2013-03-06 19:16:03
March 06 2013 19:15 GMT
#1403
On March 07 2013 01:53 unkkz wrote:
Show nested quote +
On March 06 2013 20:32 papaz wrote:
I have a love-hate relationship with this game

+
On one hand I love the gameplay

-
There are too many RNG factors that drives me crazy. No matter how careful you are a car might blow up, the aliens spawn at a location that when you discover them some of your squad members are already toast. That isn't any strategic or tactical at all.


Cars explode one turn after catching fire so like, move. Also don´t stand behind cars they are shitty cover most of the time. Aliens spawning well, don´t sprint, have one guy scout ahead, rest on overwatch and a squadsight sniper is a must. Like others have pointed out you fight in a way so that RNG doesn´t matter. You don´t go for the 65% shot you flank and go for the 90%+ shot.


rofl. How did I miss that?! Guess you learn something new each day thanks.
Dranak
Profile Joined July 2011
United States464 Posts
March 06 2013 22:09 GMT
#1404
On March 07 2013 04:15 papaz wrote:
Show nested quote +
On March 07 2013 01:53 unkkz wrote:
On March 06 2013 20:32 papaz wrote:
I have a love-hate relationship with this game

+
On one hand I love the gameplay

-
There are too many RNG factors that drives me crazy. No matter how careful you are a car might blow up, the aliens spawn at a location that when you discover them some of your squad members are already toast. That isn't any strategic or tactical at all.


Cars explode one turn after catching fire so like, move. Also don´t stand behind cars they are shitty cover most of the time. Aliens spawning well, don´t sprint, have one guy scout ahead, rest on overwatch and a squadsight sniper is a must. Like others have pointed out you fight in a way so that RNG doesn´t matter. You don´t go for the 65% shot you flank and go for the 90%+ shot.


rofl. How did I miss that?! Guess you learn something new each day thanks.


Cars also can explode instantly if they take enough damage (usually from explosives).
unkkz
Profile Blog Joined December 2007
Norway2196 Posts
March 07 2013 00:30 GMT
#1405
Oh god i just got owned by buggs. Chalking my losses this ironman up to 4 squad members all high up in my ranks dying to teleporting aliens. I am now down to 6 guys over the rank of Squaddie, one which is in the sickbay and i just got a terror mission. Time to start over i guess, sigh. It seems to happen a lot more with Mutons and cyberdiscs tbh since i haven´t had a single sectoid or thin man teleport all over the place yet. IT WAS GOING SO WELL

On top of this i got XCOM:ed so hard on a normal abduction mission. I got the map that´s a really, really tiny construction yard(not the skyscraper) where you start boxed in just outside and you have no room to manouver once you get in whatsoever. I didn´t move anyone into the yard at all and a cyberdisc just wanders from the far side of the map straight onto my ass so i have to spread out on non existing space. As i move two tiles forward, three mutons spawn on my right and three floaters on my left. That was my first abandon mission which lead to three countries pulling funding herp di derp.
unkkz
Profile Blog Joined December 2007
Norway2196 Posts
March 07 2013 00:31 GMT
#1406
On March 07 2013 07:09 Dranak wrote:
Show nested quote +
On March 07 2013 04:15 papaz wrote:
On March 07 2013 01:53 unkkz wrote:
On March 06 2013 20:32 papaz wrote:
I have a love-hate relationship with this game

+
On one hand I love the gameplay

-
There are too many RNG factors that drives me crazy. No matter how careful you are a car might blow up, the aliens spawn at a location that when you discover them some of your squad members are already toast. That isn't any strategic or tactical at all.


Cars explode one turn after catching fire so like, move. Also don´t stand behind cars they are shitty cover most of the time. Aliens spawning well, don´t sprint, have one guy scout ahead, rest on overwatch and a squadsight sniper is a must. Like others have pointed out you fight in a way so that RNG doesn´t matter. You don´t go for the 65% shot you flank and go for the 90%+ shot.


rofl. How did I miss that?! Guess you learn something new each day thanks.


Cars also can explode instantly if they take enough damage (usually from explosives).


Yeah rockets and grenades do that as you said. Lesson to be learned: Don´t stand behind cars once you encounter mutons, heavy floaters etc.
TheExile19
Profile Joined June 2011
513 Posts
March 07 2013 02:13 GMT
#1407
yeah that construction yard map is bullshit, especially early on impossible. your only hope is to have a bullet storm heavy and a lot of luck.

if by teleport bug you mean the classic teleport in-shoot you on their turn type, there's a patch out on steam that supposedly fixes it.
Daumen
Profile Joined July 2011
Germany1073 Posts
March 10 2013 06:50 GMT
#1408
Im playing XCom again and notices the Mouse being very weird, the response is very delayed, I dont remember this happening the last time I played ... any advice?
President of the ReaL Fan Club.
Bajadulce
Profile Joined October 2004
United States322 Posts
March 10 2013 18:22 GMT
#1409
joining thread a bit late and only skimmed/scanned previous pages so question might be already discussed/answered so apologize in advance.

Q:
How does this new game address psionics? In the original, once you had the ability to mind control the aliens, it was gg. Later w/ some universal mod loader, you could nerf this power a bit such as mind control only line of sight etc, but even then it was just way too overpowering and the game just was too easy.

Trying to abstain from using these super powers in game was pretty difficult, and so eventually had to just remove the ability all together (not for the aliens of course). So am curious how this has been handled in this new game.
Planar Erratus: (www.broodwarai.com/mods/peai) Where the worlds of Baldur’s Gate, Arcanum, Diablo, Icewind Dale, Torment, and Warcraft collide with Starcraft. Don't question, just play! ... Dedicated to all my TL.net friends and old schoolers!
Runbunny
Profile Joined May 2010
36 Posts
March 10 2013 18:24 GMT
#1410
The community patch fixes that I believe Daumen. My game has at least become a lot more responsive.

The teleport bug doesn't happen with the patch. At least not the one were they teleport in and stand on your operatives. There is another "soft" teleport bug where the aliens will tele port to the edge of your line of sight, I haven't encountered it myself though.

http://forums.2kgames.com/showthread.php?215316-New-XCOM-EU-Patch-For-PC-Inbound-Need-Your-Feedback
Will explain how you get the patch.
SamsungStar
Profile Blog Joined January 2013
United States912 Posts
March 10 2013 18:24 GMT
#1411
I really didn't like this game. Played it the whole way through. Only ever had one guy die. The game felt super simple and tedious and just really not fun. Especially once I got all the equipment researched. It was like 4 more missions after that of just tedious same blah combat with absolutely no story or personality.
Spazer
Profile Blog Joined March 2009
Canada8033 Posts
Last Edited: 2013-03-10 18:42:17
March 10 2013 18:39 GMT
#1412
On March 11 2013 03:22 Bajadulce wrote:
joining thread a bit late and only skimmed/scanned previous pages so question might be already discussed/answered so apologize in advance.

Q:
How does this new game address psionics? In the original, once you had the ability to mind control the aliens, it was gg. Later w/ some universal mod loader, you could nerf this power a bit such as mind control only line of sight etc, but even then it was just way too overpowering and the game just was too easy.

Trying to abstain from using these super powers in game was pretty difficult, and so eventually had to just remove the ability all together (not for the aliens of course). So am curious how this has been handled in this new game.

The use of psionics is a bit more limited in the new game. You must be in line of sight to use the ability (though you are allowed to move the alien out of line of sight after that). Using mc'd units as scouts is still the safest tactic ever, especially coupled with overwatch.

Also I don't know if they fixed it, but back when I played, mind-controlled aliens counted as members of your team for whatever reason, meaning their deaths could cause your soldiers to panic. This also meant that you couldn't shoot mc'd aliens (since you can't target friendlies in XCOM except indirectly with explosives), to much aggravation. Mind controlling an alien does give you all of their inherent abilities, but honestly, none of them have anything too broken.

Anyways, mind control pales in comparison to squadsight snipers. Seriously, the moment you get a leveled sniper or two, the game's basically over. Ghost armor is also hilariously broken with its increased dodge chance and guaranteed crits while cloaked.

On March 11 2013 03:24 Runbunny wrote:
The community patch fixes that I believe Daumen. My game has at least become a lot more responsive.

The teleport bug doesn't happen with the patch. At least not the one were they teleport in and stand on your operatives. There is another "soft" teleport bug where the aliens will tele port to the edge of your line of sight, I haven't encountered it myself though.

http://forums.2kgames.com/showthread.php?215316-New-XCOM-EU-Patch-For-PC-Inbound-Need-Your-Feedback
Will explain how you get the patch.

Took them long enough to fix that <_<
Liquipedia
screamingpalm
Profile Joined October 2011
United States1527 Posts
March 11 2013 20:17 GMT
#1413
What difficulty are you guys playing on? I pretty much immediately switched on all the optional and iron man options on Classic and seems pretty challenging. Haven't gotten too far into the game yet though.
MMT University is coming! http://www.mmtuniversity.org/
Qbek
Profile Blog Joined April 2011
Poland12923 Posts
March 11 2013 20:20 GMT
#1414
Classic is the first one where you can lose on ironman. Normal is a cakewalk and casual is a joke. On impossible you will lose the first mission first time around.

Classic gives the best experience by far if you want a reasonable challenge. Maybe a bit more than reasonable
This space left intentionally dank /)3(\ http://i.imgur.com/RmeEUcF.png
SilverLeagueElite
Profile Joined April 2010
United States626 Posts
March 11 2013 21:40 GMT
#1415
Teleport bug is such bullshit. Another bullshit bug (or working as intended?) is when you're fighting one group and then 2 or 3 other groups trigger from deep within the fog of war and enter vision range. And when I say deep, I mean 3 or 4 screens away. It's not patrolling either. All 3 groups triggering on the same turn, going to the same location? Bullshit.

I wouldn't call the game over with squadsight snipers. There are maps where squadsight is a non-factor. However, it's the only way that I've found to advance on impossible ironman. That is, if you want to finish missions in one piece - as opposed to bits and pieces. Even then, keeping everyone else alive so that you have vision can be a challenge.

I don't recommend impossible ironman. Unless like it's description says, 'you find joy in suffering'.
TheExile19
Profile Joined June 2011
513 Posts
Last Edited: 2013-03-11 23:16:20
March 11 2013 23:12 GMT
#1416
impossible ironman is only advisable if all these factors overlap:

- you love the game unconditionally and will accept its bullshit with the current patch (teleport bug, occasional ranged proc)
- you think casual ironman is too easy
- you don't mind repeating the first month over. and over. until you learn how to abuse the alien AI.

screamingpalm you turned ironman and all the second wave options on? that's going to be miserably hard, second wave really isn't balanced around having all of them turned on at once because they compound on each other, especially on the strategic layer.

edit: if I had any tips for impossible relating to squadsight and dealing with the first month tactically, it'd just be 3 words: bullet storm heavy. they carry the first month to the point where not having a heavy for the first abductions is almost GG.
sc4k
Profile Blog Joined January 2010
United Kingdom5454 Posts
March 12 2013 01:01 GMT
#1417
I found it impossible to want to play iron man without my own personal trick.

Namely, I just copied the save game file after every mission and if any bullshit happened (and it regularly did), then I would copy the old save game into the directory. So basically there was no point in me playing iron man. But I enjoyed it none the less.
TheFish7
Profile Blog Joined February 2012
United States2824 Posts
March 12 2013 01:33 GMT
#1418
Just got this yesterday. So far I'm having a blast. I've played through only like 45 days of game time but I lost a man already and I killed the second alien you are supposed to capture by accident. Otherwise I think I'm doing well, I have a pretty beast heavy and a good sniper. Not sure if these are bad setbacks or not.

How do you choose which mission to go on? Is it always the country that you want to save the most or panic level? Are there other criteria? for example, I noticed that you get extra good loot when doing the UFO shoot down missions.
~ ~ <°)))><~ ~ ~
Spazer
Profile Blog Joined March 2009
Canada8033 Posts
March 12 2013 02:04 GMT
#1419
Early on you pick engineers or money so you can get more satellites. Off the top of my head, I can't think of a situation where it'd be beneficial to pick scientists. Later on, just pick countries that have high panic. After a certain point, you generally can't afford to pick by rewards.
Liquipedia
screamingpalm
Profile Joined October 2011
United States1527 Posts
March 13 2013 19:31 GMT
#1420
On March 12 2013 08:12 TheExile19 wrote:
impossible ironman is only advisable if all these factors overlap:

- you love the game unconditionally and will accept its bullshit with the current patch (teleport bug, occasional ranged proc)
- you think casual ironman is too easy
- you don't mind repeating the first month over. and over. until you learn how to abuse the alien AI.

screamingpalm you turned ironman and all the second wave options on? that's going to be miserably hard, second wave really isn't balanced around having all of them turned on at once because they compound on each other, especially on the strategic layer.

edit: if I had any tips for impossible relating to squadsight and dealing with the first month tactically, it'd just be 3 words: bullet storm heavy. they carry the first month to the point where not having a heavy for the first abductions is almost GG.


Yeah, I wasn't sure if I just needed to get better or what, but it's been tough lol. I really like the idea of the second wave settings... random damage and stats etc, so I'm not sure how I want to set up the game. Normal seemed too easy, but didn't try it with the optional settings on.
MMT University is coming! http://www.mmtuniversity.org/
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