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XCOM: Enemy Unknown - Page 87

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Gorsameth
Profile Joined April 2010
Netherlands22198 Posts
November 24 2013 12:46 GMT
#1721
On November 24 2013 20:33 eluv wrote:
My god the base defense mission (if anything up to that point hadn't) completely convinced me that In The Zone wins out over Double Tap by a long ways. Getting to shoot 5 times in one turn, multiple times over the course of a mission, with your highest damage, most consistent, longest range character is just bonkers.

Hehe it feels so good when you empty a Plasma Sniper Rifle in a single turn :p
It ignores such insignificant forces as time, entropy, and death
Godwrath
Profile Joined August 2012
Spain10139 Posts
Last Edited: 2013-11-24 13:26:49
November 24 2013 13:15 GMT
#1722
The official forums of this games are giving me a headache, i should never go in there after a release. Too many people talking about cheating aliens and stupid stuff =/

It's funny, because people check out if thinmen are "cheating" before realizing that :
A) They don't have beam weapons by the majority of month 2 now, which makes them effectively harder to kill in firefights, which results in more shots done by them (except if you played already impossible, that you should know how to handle 6 health thinmen laser beams or not, because it's impossible 101 to never to engage in firefights)
B) You level up way slower. So you have less hitpoints, less aim, and less utility to finish them down quickly.

The changes are what makes possible for thinmen to one shot your soldiers fairly easilly on the first two months if you are not careful enough.
Otolia
Profile Blog Joined July 2011
France5805 Posts
November 24 2013 14:10 GMT
#1723
On November 24 2013 22:15 Godwrath wrote:
The official forums of this games are giving me a headache, i should never go in there after a release. Too many people talking about cheating aliens and stupid stuff =/

It's funny, because people check out if thinmen are "cheating" before realizing that :
A) They don't have beam weapons by the majority of month 2 now, which makes them effectively harder to kill in firefights, which results in more shots done by them (except if you played already impossible, that you should know how to handle 6 health thinmen laser beams or not, because it's impossible 101 to never to engage in firefights)
B) You level up way slower. So you have less hitpoints, less aim, and less utility to finish them down quickly.

The changes are what makes possible for thinmen to one shot your soldiers fairly easilly on the first two months if you are not careful enough.

Long War, you never know fear in this game until you play Long War and try to fight cyberdiscs and mutons with conventional weapons during you first Supply Barge landing.
Godwrath
Profile Joined August 2012
Spain10139 Posts
Last Edited: 2013-11-24 14:29:31
November 24 2013 14:28 GMT
#1724
I haven't checked yet if they (or he) had released something for EW, but i doubt it.

I agree, but he had some silly combinations when it comes to classes (by silly i mean overpowered crazy, the rifleman was hilariously godlike). Terror missions where more XCOMy for sure, and getting groups of 5 aliens with different stats was great. Too bad firaxis didn't implement the good ideas that are within that mod.
DaCruise
Profile Joined July 2010
Denmark2457 Posts
November 24 2013 15:54 GMT
#1725
How to lose a good I/I game within a few turns! Finally had what I thought was a good enough squad to complete "portent".

http://www.twitch.tv/dacruise/b/482605997

Sound quality is better here than in my first 2 vids.
Godwrath
Profile Joined August 2012
Spain10139 Posts
Last Edited: 2013-11-24 17:21:08
November 24 2013 17:15 GMT
#1726
Okey, just watched it, DaCruise, one tip, climb to the top of the building (get the jet boost in the MEC aswell and get him at the top too). Be careful, and show up with every soldier at the same time (of course, move one before the rest, if you can't handle them, just move back, and continue showing yourself following the sounds they will make). Grenade those spots or make overwatch traps. Leave the assault at the bottom if you want to rapid fire some crap, but to be honest, since jumping is quite cheap movement wise you should worry too much about it.

I had zero troubles just showing up and mopping most of them. One of my soldiers got killed in the first playthrough, and in the second i got many wounded, but i was actually unlucky, had only 4 soldiers, and one of them was a sniper (never bring a sniper to that one if you only have 4 soldiers... you need every man to count that turn ;P).

Once you get past that part, everything is much easier.

Whenever i see a ladder, i go top, specially against thinmen, since you can hide, make overwatch traps, get out of los easilly, etc...
-Archangel-
Profile Joined May 2010
Croatia7457 Posts
November 24 2013 18:26 GMT
#1727
On November 25 2013 00:54 DaCruise wrote:
How to lose a good I/I game within a few turns! Finally had what I thought was a good enough squad to complete "portent".

http://www.twitch.tv/dacruise/b/482605997

Sound quality is better here than in my first 2 vids.

Haha. Something similar happened to me. Critmen indeed
goldrush
Profile Blog Joined June 2004
Canada709 Posts
Last Edited: 2013-11-25 19:02:02
November 25 2013 18:54 GMT
#1728
On November 25 2013 00:54 DaCruise wrote:
How to lose a good I/I game within a few turns! Finally had what I thought was a good enough squad to complete "portent".

http://www.twitch.tv/dacruise/b/482605997

Sound quality is better here than in my first 2 vids.


I'm not good at XCOM but my two cents:

The roof/building is a trap on that map. Enemies can shoot through the skylight and gib your soldiers if they're up on roof and thin men can also jump onto the roof and have a field day with the guys below. Go through the streets. The first thin men that you aggro are probably the toughest enemies you'll face on the map, to the point that since I know where they spawn, I'd just blind rocket them. The others that you meet on the way to the survivor aren't that bad if you have an assault with run and gun and lightning reflexes or a squadsight sniper.

Without a rocket, imo it's better to avoid the medkit and pack the extra grenade. If anyone gets shot they're probably dead. Definitely wouldn't take an arc thrower on this type of mission. I'd probably even pack a grenade on the sniper just for the first couple of packs. And finally, I think that flamethrower is way better for MEC than kinetic strike module. It's a OHKO on thin men, you can do it after a movement, you get two of them, and it's a decent AOE. Doing I/I without explosives (you had one grenade total on that team) is really, really hard especially on that kind of map.

Just my opinion. :-)
DaCruise
Profile Joined July 2010
Denmark2457 Posts
November 25 2013 23:05 GMT
#1729
Nahh, I just need to get past the first 4 thin men. Dont need a buttload of grenades for that. I just have to approach them in the right angle/location.
I wont pick kinetic strike again over flamethrower but it was my first mech ever and wasnt sure what ability was best.
Gorsameth
Profile Joined April 2010
Netherlands22198 Posts
Last Edited: 2013-11-25 23:11:18
November 25 2013 23:09 GMT
#1730
On November 26 2013 08:05 DaCruise wrote:
Nahh, I just need to get past the first 4 thin men. Dont need a buttload of grenades for that. I just have to approach them in the right angle/location.
I wont pick kinetic strike again over flamethrower but it was my first mech ever and wasnt sure what ability was best.

I like the Kinetic Strike a lot but then again I run 2 MEC's, each with one of em.

To expand a little on that, The strike helps a lot with crysalis, Mutons and such. Lategame if you get the upgrade it does even more and deals with pretty much everything short of a sectopod.
It ignores such insignificant forces as time, entropy, and death
Godwrath
Profile Joined August 2012
Spain10139 Posts
Last Edited: 2013-11-25 23:53:10
November 25 2013 23:52 GMT
#1731
The strike also gives you a movement increase, which is great for everything, including getting meld. I prefer it most of the time. Yeah the flamethrower is kind of nice sometimes, but chryssalids never gave me much trouble to really switch to flamethrower.

There are probably other ways to do it, but going to the roof has been always efficient for me, since i don't blind rocket them anyways. Or the one i haven´t tried, the congo line behind the building to go from the other side and start picking off packs from there, but i just dislike engaging on firefights with thinmen, specially if i don´t have the aim advantadge from high heights.
-Archangel-
Profile Joined May 2010
Croatia7457 Posts
Last Edited: 2013-11-26 13:13:51
November 26 2013 13:13 GMT
#1732
I finally finished my Classic Ironman run. Unlike Xcom:EU this time in Temple Ship I didn't lose a single hit point from any of my troops and I didn't even just kill the main Ethereal (I kept him for last). All I can say is... Mimic skin. Firaxis fucked up, they didn't change important events to take into account Mimic skin. My whole team had it except for the MEC.

Now I started another C/I run but with some Second Wave options. I decided to try to play it differently now (mostly SHIVs and MECs) so I went with Asia and didn't build Satellite Uplink in month 1 but Foundry and Officer School. Everything went well until landed UFO mission in month 2 where 2 of my Heavy ended up in hospital for a longer time (and killed my best soldier - assault that managed to get Bulletswarm and had high aim ) and my SHIV is still damaged from previous Abduction mission. And I got Portent now :D
I only have access to one squaddie Heavy, one Sergeant Sniper with Squadsight and one Corporal Support without extra medkits (I am playing with randomized abilities for classes). I also got a non squadsight sniper that got low starting stats (only 66 aim as a squaddie) and rest are rookies with kind of bad stats.
I am not sure if I should even try this mission, but if I don't I will miss out on one of the few challenges in new Xcom. But I was hoping to do it with my 3 heavies.. fucking luck.
MrCon
Profile Blog Joined August 2010
France29748 Posts
November 26 2013 15:52 GMT
#1733
I had XCOM EU with the Slingshot DLC, but I'm not sure my enemy within has slingshot installed, how can I check it before playing ?
DaCruise
Profile Joined July 2010
Denmark2457 Posts
November 26 2013 15:56 GMT
#1734
On November 27 2013 00:52 MrCon wrote:
I had XCOM EU with the Slingshot DLC, but I'm not sure my enemy within has slingshot installed, how can I check it before playing ?


In the advanced options menu when you start a new game. The same menu where you enable ironman. If there is no slingshot in there you dont have it but if you had it in EU you should also have it now.
MrCon
Profile Blog Joined August 2010
France29748 Posts
Last Edited: 2013-11-26 16:05:05
November 26 2013 16:01 GMT
#1735
Ok, no it doesn't appear there and I had it in EU but it installed EW in another folder
I tried to copy the DLC folder from EU to EW, nothing
I have "operation progeny" only/
Godwrath
Profile Joined August 2012
Spain10139 Posts
November 26 2013 16:49 GMT
#1736
On November 27 2013 01:01 MrCon wrote:
Ok, no it doesn't appear there and I had it in EU but it installed EW in another folder
I tried to copy the DLC folder from EU to EW, nothing
I have "operation progeny" only/

Am i guessing you are a pirate ? If not, just re download the full game in whatever folder you want to.
ViperPL
Profile Joined March 2011
Poland1775 Posts
November 27 2013 16:15 GMT
#1737
Sorry for the language but the base defense mission is fucking retarded!! Like seriously, my first C/I playthrough of EW went really good until the fucking defense of the fucking base. I got mec, sniper and heavy plus two dumb rookies as start. I figured it ain't so bad. Oh how mistaken I was. 1st wave of my reinforcements gave me support instead of something useful. In turn three 2 sectoid commenders mc'ed that support and one of the rookies, not to mention a wave of million aliens spawned on the side where I only have my sniper (who btw missed 2 shots from double tap on the SC mc'ing the support). My mec is gonna die next turn and my heavy is flanked from 15 sides. Maybe if you know this mission it ain't so bad but doing it for the first time is really sad.
A dota player and lol player walk into a bar. The dota player says: "lol sucks". Lol player couldn't deny. http://i.imgur.com/FpLeTf1.gif
Snotling
Profile Joined August 2011
Germany885 Posts
Last Edited: 2013-11-27 16:41:26
November 27 2013 16:29 GMT
#1738
so i just finished a covert ops, and the operative is listed as dead. but the mission was a success and he didnt even took single hit.... od
turdburgler
Profile Blog Joined January 2011
England6749 Posts
November 27 2013 16:47 GMT
#1739
so ive played around a bit on the new XCOM expansion and on the whole im not that impressed, it feels like a very much by the number expansion, so while its not bad its not good either probably a 5/10.

i feel like the problem with the new XCOM expo for me is that while all the things i liked about XCOM to start with it made better, you can do more to your soldiers, theres more maps and theres more missions with the DLCs and other stuff, and the meld is an interesting game changer.

but the areas where the game was weak, it hasnt addressed at all. i still hate it that increasing the difficulty just makes the AI cheat taking away tactical options rather than expanding the gameplay (you cant use half cover because it doesnt help for shit, you cant make aggresive moves because the AI has too much hp etc), the game is still far more interesting at the start and gets dull at the end, and the new additions only make this even worse. the list goes on and on, so while im glad they expanded the game somewhat its such a so-so expansion, if you liked it before you will still like it, if you didnt like it before you still wont.
Godwrath
Profile Joined August 2012
Spain10139 Posts
Last Edited: 2013-11-27 17:19:12
November 27 2013 17:02 GMT
#1740
just makes the AI cheat

No they don't.
(you cant use half cover because it doesnt help for shit, you cant make aggresive moves because the AI has too much hp etc)

You can use low cover, but you are at risk. Like it is suppossed to be. You are on a higher difficulty so you should be aware of the risks and hunker down if needed. You say it doesn't expand the gameplay which is totally untrue, anything short of impossible is just faceroll, you can play however you want and you will just kill shit even on early game. There are no choices because consecuences aren't really there.

On impossible you really need to think where to move, why and how, who and when overwatch, hunker down, etc... i don't know how you can say with a straight face that your choices are limited because you can actually lose the game if you make the wrong decissions.
And you can be aggressive, but you need to know the limits. Being aggresive is actually the best way to deal with alien packs in impossible difficulty once you spot them on early game, because engaging on firefights is risky.

To be honest, the problems with the game is the strat layer, the aliens aren't really doing anything like in past XCOM, where the aliens had a "plan" and the reason you spotted an UFO, was because it was a supply UFO, or battleship, or on its way to seed terror on a city. That feeling is totally lost in the strategic layer.
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