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XCOM: Enemy Unknown - Page 77

Forum Index > General Games
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Qbek
Profile Blog Joined April 2011
Poland12923 Posts
August 21 2013 22:32 GMT
#1521
November 12th is the release date
This space left intentionally dank /)3(\ http://i.imgur.com/RmeEUcF.png
iNcontroL *
Profile Blog Joined July 2004
USA29055 Posts
August 21 2013 22:38 GMT
#1522
sick city

ty sir
Godwrath
Profile Joined August 2012
Spain10140 Posts
August 21 2013 22:38 GMT
#1523
On August 22 2013 03:14 Obsidian wrote:
I've been playing Long War Beta 2.x recently.

I enjoy some elements of it, but I think there's quite a bit of balancing still to go. Huge alien pods are nice, but the enemies build strength fairly quickly.

I like the 8 classes, though H. Gunners need work yet, and base guns loose effectiveness very quickly.

The increased # of missions is good, but the new 'tired' system that forces soldier cycling is a bit harsh still. I haven't yet gotten to Mutons, but they will be chucking grenades and that will basically end most playthroughs I feel. The mechanism of interception doesn't fit well with the improved alien craft and # of interceptions required, but the worst is the development cycle. Research takes a very, very long time. Money is also incredibly tight, between the need for expensive base facilities, increased incerceptor costs, SHIV and item costs, and more it is problematic.

I never much agreed with Cash being a serious issue, considering that your supposedly the last line of defense and all that. In most other XCOM games, the economy is only an issue for very early game, where as is it's a permanent issue in Enemy Unknown, and very very harsh early game in Long War. Even with the fixed rewards for abduction missions, I simply don't have anywhere near enough to attempt to actually keep up with base, unit, foundry, and interception/satelite coverage, I don't even have enough to do 2, let alone all 5 elements, and that's before I can start building armor/weapons.


I am well past muttons, and economy is as bad as the beginning. Against muttons (specially when you get packs of 5) you need rocketeers yes or yes. There is some balance yeah, snipers are only useful when you get to max rank, because they lack damage compared to riflemen and rocketeers. Scouts are fine, i always use one, and of course, the medic.

Anyways, for me it is still much better than vanilla impossible.
Witten
Profile Joined January 2011
United States2094 Posts
August 21 2013 22:50 GMT
#1524
I got XCOM about 2 months ago from PS+ but I just yesterday started to really play it. It's quite good, I'm really bad at games like this and sometimes I feel like I'm building my base wrong (and I know neglecting all the Hangar stuff is going to go poorly for me) but I keep getting end-of-month A ranks so I can't be doing that poorly.
Brood War Forever / NA's premiere Shadow Shaman player / Courier Collector / Bot Game Champion / Highly amateur Mystical Ninja Goemon Speedrunner
Dranak
Profile Joined July 2011
United States464 Posts
August 22 2013 16:52 GMT
#1525
As many hours as I sunk into this game, I'll definitely be picking up the expansion eventually.
woody60707
Profile Joined November 2010
United States1863 Posts
August 23 2013 00:29 GMT
#1526
This looks awesome! I just hope they make this game much more modding friendly. The long war mod shouldn't have to be such a pain to install.
screamingpalm
Profile Joined October 2011
United States1527 Posts
September 29 2013 09:45 GMT
#1527
Some more info on Enemy Within, and sounds like they may have fixed the teleport bug now!


Enemy Within will add many, many new maps, and rework all of Enemy Unknown’s to support Meld canisters. The number of extra arenas hasn’t been finalised, but Gupta estimates that the odds of not seeing a new map in your first three missions are somewhere in the range of one in ten thousand.

Many more tweaks have been made under the hood. Firaxis tell me that one of the big advantages to doing a proper expansion, rather than incremental DLC, is that it’s allowed them to delve deep into the codebase and devote the time needed to some serious rewiring. This has enabled them to fix the notorious enemy teleporting bug, and a few bugs that would deny soldiers their hardearned flanking bonuses. They’ve also made lots of what they call ‘quality of life’ improvements. Cover can be targeted by explosive weapons. Objects and enemies within blast radius now gain a red scanline effect that makes it clear what is and isn’t being targeted by the attack. If you take a squaddie out of your lineup, their gear is placed into an easily accessible locker, so you won’t have to check every squad member to see who has that arc thrower you need. It’s a collection of small but significant changes that the community has been requesting since Enemy Unknown released.


http://www.pcgamer.com/previews/xcom-enemy-within-hands-on-meet-earths-new-defenders/2/

MMT University is coming! http://www.mmtuniversity.org/
deducter
Profile Joined May 2011
United States80 Posts
October 05 2013 05:07 GMT
#1528
On September 29 2013 18:45 screamingpalm wrote:
Some more info on Enemy Within, and sounds like they may have fixed the teleport bug now!



In Long War v2.11 they fixed the teleport bug and the "zerg rush" bug which plagued over versions of 2.x. This mod is truly in its best incarnation yet, with the early to mid game balanced very well, and only late game starts to show a few cracks.

Major features:
--8 character classes, up to 8 soldiers per mission with squad size upgrades.
--Rest system to compensate for above and to tamp down on "super soldier" squads running amok late game.
--Working teleport bug fix.
--Multiple Base Assault missions that allows the player to reclaim countries that have left the Council.
--Larger variety of alien pods on most missions; will see mixed pods like Muton/Floater, Thin Men/Sectoid. Early aliens in upgraded forms will appear even during lategame.
--Alien pods can have "leaders" and "navigators" that have perks like XCOM soldiers. A Sentinel/Opportunist/Ranger Muton can be very scary on overwatch.
--AI reworked to not spam grenades/poison clouds unless on Impossible difficulty.
--Aliens and UFOs auto-upgrade as the game proceeds.
--SHIVs are affordable and very useful.
--Many more equippable items for both soldiers and SHIVs.
--Air war completely redone so that all weapons and all consumable boosts are useful.
--Redone strategic game so that it is never possible to pursue everything the player wants at any given time; you must select your priorities.

There are many more changes that are too numerous to list. I have played this mod extensively and highly recommend it to any players looking for an interesting challenge.

http://xcom.nexusmods.com/mods/88/?tab=2&navtag=/ajax/modfiles/?id=88&pUp=1
-Archangel-
Profile Joined May 2010
Croatia7457 Posts
Last Edited: 2013-10-05 16:56:06
October 05 2013 09:06 GMT
#1529
Wow this mod sounds better then the Expansion lol.

EDIT: Downloaded this mod and I am playing it now on Classic Ironman. Pretty fun so far and already the game feels different although I am only on 1st month.
-Archangel-
Profile Joined May 2010
Croatia7457 Posts
Last Edited: 2013-10-05 21:17:34
October 05 2013 21:17 GMT
#1530
I just lost in my first try with Classic Ironman, it was my 3rd UFO mission, didn't expect so many enemies and they got lucky in some rolls. I got Xcomed :D
Trying again now. I love how many different missions you get per month and I love 6 soldier and two item slots as well as all those new items you can put in them
deth2munkies
Profile Blog Joined April 2010
United States4051 Posts
October 06 2013 01:14 GMT
#1531
I got a classic ironman run all the way to the stealth UFO crash mission. I have full plasma weapons, 8 Col.s with 2 snipers, a plasma hover shiv...but I quit playing for like 8 months and am petrified that I'm gonna squander it by being dumb after not playing forever.
Obsidian
Profile Joined June 2010
United States350 Posts
October 06 2013 02:14 GMT
#1532
I just had a pack of Thin Men (the most dangerous of the early mobs) pull off some utter bullshit shots. Oneshotting 4 men of my team when they were sitting in heavy cover.
Luke, you are still a wanker!
LaNague
Profile Blog Joined April 2010
Germany9118 Posts
Last Edited: 2013-10-06 04:15:04
October 06 2013 04:14 GMT
#1533
got the game on sale.


just had to end my first playtrough because all of Eu and america panicked really early in the game,
I had really bad luck, all my panic reducing missions took place in asia, which allready was at 1 panic.
I won all missions, but every abduction makes things worse.

Now i have to start new because i really didnt want to lose germany or canada :D

too bad i wont have my korean ninja assassin samurai in the new playtrough (she was assault and kicked some serious ass with the shotgun OMG)
-Archangel-
Profile Joined May 2010
Croatia7457 Posts
October 06 2013 15:24 GMT
#1534
You don't need to start over just because lost some countries. Game can be finished even by losing 7 countries
DinoToss
Profile Joined August 2013
Poland507 Posts
October 06 2013 15:57 GMT
#1535
I bought the game of sale too. Ill post my experiences later , i was HUGE fan of games like Syndicate, Incubation(underrated gem), Jagged Alliance. Though i never actually played original UFO, but i heard more than enough to regret that.
My wrist really started to flare up. My colossi number started to pile up and with the last of my concentration I prepared for a win.
LaNague
Profile Blog Joined April 2010
Germany9118 Posts
October 06 2013 16:19 GMT
#1536
So i played a lot and didnt sleep :D

The game is good, but i feel this streamlining thing keeps it down a bit.
Weapon research for example is just 3 types of the same guns, just different color and damage values.
soldiers from the same classes are mostly the same, no personality like in silent storm.
etcetc.
The battles in for example Silent Storm with max AI intelligence feel more alive to me.


But im still enjoying it so far. I only play on normal for now because the world panic thingy on classic just confused me.
-Archangel-
Profile Joined May 2010
Croatia7457 Posts
Last Edited: 2013-10-06 16:53:40
October 06 2013 16:51 GMT
#1537
OK, the Long War mod is really hard lol. I will need to give up on trying to play it on Ironman until I manage to finish it only on Classic. I managed to get to month 3 but had a landed UFO mission where I got whiped by being attacked by 6 Thin Men and Outsider at the same time. My squad was 4 rookies and 2 squadies with no upgrades to equipment. The mod makes base building really hard, in vanilla game on Ironman Classic I can have laser weapons or carapace armor by mid month 2. Here, I was just getting close to researching Carapace. Also no money for any Academy upgrades. And my best troops were all injured or resting. There are many fights each month but 5 day resting rule makes the game really hard because most of the time you have to use new people and you so many people means slow leveling for all of them.
daemir
Profile Joined September 2010
Finland8662 Posts
Last Edited: 2013-10-06 17:17:52
October 06 2013 17:17 GMT
#1538
The thing about long war is, you will need more than 1 squad worth of people and the game is long so you'll have plenty of time to train them up. Also, SHIVs, get some.
UniversalSnip
Profile Blog Joined July 2010
9871 Posts
Last Edited: 2013-10-06 18:44:17
October 06 2013 18:43 GMT
#1539
I think long war takes too long between upgrades. Your decisions in base mode are more impactful but there just aren't enough of them per hour played imo.

Also, I have never built a shiv, I don't know why I would want them to be a core gameplay element when I like humans, so the mod author stating up front that you pretty much have to get them is not so great to me.

Everything else seemed like a significant improvement to me.
"How fucking dare you defile the sanctity of DotA with your fucking casual plebian terminology? May the curse of Gaben and Volvo be upon you. le filthy casual."
-Archangel-
Profile Joined May 2010
Croatia7457 Posts
October 06 2013 18:47 GMT
#1540
On October 07 2013 02:17 daemir wrote:
The thing about long war is, you will need more than 1 squad worth of people and the game is long so you'll have plenty of time to train them up. Also, SHIVs, get some.

This only works in theory. On Ironman you lose people, and other people are tired when tough battles come and so on.
It seems you need to skip battles if you don't have enough good team members ready. Still taking rookies or squaddies against enemies in months 3 is suicide. And tech comes slower then tougher enemies.
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