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Author Topic: X-Com Chimera Squad  (Read 735887 times)

Parsely

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Re: X-Com 2: YOU CAN'T TAKE THAT THING, GET OUT NOW!
« Reply #1440 on: June 17, 2015, 04:12:47 am »

snaek
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Mipe

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Re: X-Com 2: YOU CAN'T TAKE THAT THING, GET OUT NOW!
« Reply #1441 on: June 17, 2015, 05:23:25 am »

Memes are invading! We need to form an anti-meme bureau! Let's call it... X-BAY.
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puke

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Re: X-Com 2: YOU CAN'T TAKE THAT THING, GET OUT NOW!
« Reply #1442 on: June 17, 2015, 06:10:48 am »

Was anyone else disappointed with the road barriers being shredded like tissue paper?

Maybe they were plastic decorative barriers from the future, but I've seen concrete freeway dividers stop an M1 Abrams.

hate to bring up oldcom, but I really miss breaching charges.  I wish alien hulls would not blow down from grenades, and that you could use some better entry tactics and such.

I wonder if we'll be able to mod structural integrity of buildings and objects...  even if so, being able to place charges might be out if scope.
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Puzzlemaker

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Re: X-Com 2: YOU CAN'T TAKE THAT THING, GET OUT NOW!
« Reply #1443 on: June 17, 2015, 06:49:14 am »

Was anyone else disappointed with the road barriers being shredded like tissue paper?

Maybe they were plastic decorative barriers from the future, but I've seen concrete freeway dividers stop an M1 Abrams.

hate to bring up oldcom, but I really miss breaching charges.  I wish alien hulls would not blow down from grenades, and that you could use some better entry tactics and such.

I wonder if we'll be able to mod structural integrity of buildings and objects...  even if so, being able to place charges might be out if scope.

It may have been to show off destructible terrain.  But I agree.

Also:  You've seen what?
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puke

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Re: X-Com 2: YOU CAN'T TAKE THAT THING, GET OUT NOW!
« Reply #1444 on: June 17, 2015, 07:08:15 am »

Also:  You've seen what?

San Diego, 1995.  Was all over national news.

I mean, I wasn't there or anything.  Saw it on TV.  I have personally seen restored WWII vehicles on... giant tank playgrounds, I guess... being stopped by these things:  https://en.wikipedia.org/wiki/Dragon's_teeth_(fortification) and they're pretty similar to freeway dividers in that its just a giant piece of re-bar reinforced poured concrete.

But Pershings bumping into big blocks just doesn't leave the same impression as an Abrams getting high-centered on I-8 or wherever.

edit:  I think it is telling that the wikipedia article for Dragon's Teeth links to the article on the freeway divider:  https://en.wikipedia.org/wiki/Jersey_barrier
« Last Edit: June 17, 2015, 07:12:30 am by puke »
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Orb

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Re: X-Com 2: YOU CAN'T TAKE THAT THING, GET OUT NOW!
« Reply #1445 on: June 17, 2015, 07:09:55 am »

They sped up a lot of things for the "demo" (which is really misleading). I wouldn't be surprised if terrain destruction was one of them.

At the end the guy moves for three actions in one turn. I'd wouldn't look too closely into the video.
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puke

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Re: X-Com 2: YOU CAN'T TAKE THAT THING, GET OUT NOW!
« Reply #1446 on: June 17, 2015, 07:14:57 am »

At the end the guy moves for three actions in one turn. I'd wouldn't look too closely into the video.

ooh, ooh, in this case I would look closely into it.  They made a big deal out of other small details in the interview, and this may have been one that flew under the radar.  The first release pictures had some interface images that showed three bars under the soldier's gun icon.  People hypothesized that they were action icons.

They are probably still in the process of balancing it and it might be subject to change, but I would not be surprised /at all/ if they were currently using a three-move system.
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Kruniac

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Re: X-Com 2: REMOVE AYY
« Reply #1447 on: June 17, 2015, 07:32:39 am »

XCOM 4: You lost the battle against the ethereals' enemies. Now you have to create an ethereal rebellion.
XCOM 5: You lost that rebellion. You now, as the enemies of the ethereals, command your vast armada of races to fight a mysterious foe.
XCOM 6: You lost the war and are imprisoned to another dimension. Starting from nothing, you have to regather your forces and lead up a resistance.
XCOM 7: You lost that. Now you have to go back in time and help XCOM in XCOM1 win the war.
XCOM 7 is really just a HD remake of XCOM 1.

Oh, you mean a good game? Interesting.

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Yeah, there's nothing in nuCOM quite like that feeling you got sending in the rookies dual-wielding the pistol/cattleprod combo as stormtroopers. Sort of a mix of evil overlord satisfied cruelty and outright elation when they actually stunned something and survived.

The original X-Com had so much more of that. When an entire ten man team is down to two people one of whom is freaking out, and they manage to cattle prod the last three xenos. Good feels.

...Then that hero soldier gets killed coming out of the dropship in the next mission. The shitty remake doesn't have that feeling, unfortunately. I doubt the sequel will either. Pretty unfortunate.

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sjm9876

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Re: X-Com 2: YOU CAN'T TAKE THAT THING, GET OUT NOW!
« Reply #1448 on: June 17, 2015, 08:21:52 am »

I'm fairly sure those bars represent the guns ammo, given they don't seem to go down when moving.
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GiglameshDespair

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Re: X-Com 2: REMOVE AYY
« Reply #1449 on: June 17, 2015, 08:26:27 am »

-snip-

Can we not rehash this again? We've already had this circular "discussion" so many times.
If you want a straight remake, go play Xenonauts.
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NullForceOmega

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Re: X-Com 2: YOU CAN'T TAKE THAT THING, GET OUT NOW!
« Reply #1450 on: June 17, 2015, 08:33:09 am »

Also:  You've seen what?

San Diego, 1995.  Was all over national news.

I mean, I wasn't there or anything.  Saw it on TV.  I have personally seen restored WWII vehicles on... giant tank playgrounds, I guess... being stopped by these things:  https://en.wikipedia.org/wiki/Dragon's_teeth_(fortification) and they're pretty similar to freeway dividers in that its just a giant piece of re-bar reinforced poured concrete.

But Pershings bumping into big blocks just doesn't leave the same impression as an Abrams getting high-centered on I-8 or wherever.

edit:  I think it is telling that the wikipedia article for Dragon's Teeth links to the article on the freeway divider:  https://en.wikipedia.org/wiki/Jersey_barrier

19kilo.  I beg to differ.

San Diego 1995:
Spoiler (click to show/hide)

M1 A2 Abrams:
Spoiler (click to show/hide)
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scriver

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Re: X-Com 2: YOU CAN'T TAKE THAT THING, GET OUT NOW!
« Reply #1451 on: June 17, 2015, 08:38:08 am »

I don't think the model of tank it is is relevant in any way to his point, Omega.
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NullForceOmega

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Re: X-Com 2: YOU CAN'T TAKE THAT THING, GET OUT NOW!
« Reply #1452 on: June 17, 2015, 08:43:46 am »

It is actually, you can't high center (on a concrete barrier) the Abrams, it weighs 70 tons fully loaded and it will crush the concrete.  The linebacker, the tank puke was referring to, only weighs 40 so it cannot cause the same amount of damage.
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Anvilfolk

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Re: X-Com 2: YOU CAN'T TAKE THAT THING, GET OUT NOW!
« Reply #1453 on: June 17, 2015, 09:13:31 am »

I think the main point is just that if any number of tons can get stuck on concrete, some hand-gun pewpews would have a hard time destroying it. Which did feel weird when I watched it on the video!

Culise

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Re: X-Com 2: YOU CAN'T TAKE THAT THING, GET OUT NOW!
« Reply #1454 on: June 17, 2015, 09:20:55 am »

I'm fairly sure those bars represent the guns ammo, given they don't seem to go down when moving.
Aye.  Leaving aside that no one is taking four moves in a turn in spite of the heavier rifles coming with four bars, you can see the action economy bars underneath the person's HP bars when they're selected; they're the right-bracket symbols.  Everyone except for the specialist loses one indicator per action as one would expect from these representing action units.  The specialist's behavior is...odd, however.   Their first move seems to be free throughout the demo, in that they don't lose an action unit, but if they, for example, move and then do something like throw a grenade, attack, or set up overwatch, they lose both action units on that second attack, and subsequent moves do still seem to take action units.  If they don't take an action that eats an action unit (both the carry and call for extraction actions didn't show a cost), they can pull three moves in a turn.  My assessment is that specialists might get one free move as part of their class features. 

Also, I agree that the ease of terrain destruction did concern me a little, and while I think they're still fine-tuning the balance, I'm not sure that it isn't their intention to go that route to make it easier.  They mentioned explicitly that there will be more destruction than ever, after all, and I'm not sure they were just talking about roofs and floors.
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