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Author Topic: X-Com Chimera Squad  (Read 731872 times)

Chiefwaffles

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Re: X-Com 2: 275 Hours Until Unification Day
« Reply #3375 on: January 24, 2016, 06:40:24 pm »

We will know the answer February 5th 2016, scum.
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Rolan7

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Re: X-Com 2: 275 Hours Until Unification Day
« Reply #3376 on: January 24, 2016, 06:40:56 pm »

And what about UFO: Extraterrestrials which is also not getting a great many positive remarks compared to the original XCOM? There's also UFO: Extraterrestrials 2 coming out this year (as it can be read on the website) if one didn't know.

Extraterrestials were basically a copy of the original with some extra bits.
Heck i can list them out.

1 - Additional weapon tiers (you go 2 extra tiers after plasma)
2 - A lot more armored vehicles (You even get to build "sectopods").
3 - More armors (some are specialized against a certain kind of damage but it's mainly just a side effect of more weapon tiers).
4 - a different geoscape and better airgame than what X-Com originally had.
5 - No death. Your soldiers just go "unconscious". (there are mods that fix it however)
Oh huh, I didn't know about the sectopods.  I liked the personal shields though, sacrificing carrying capacity for extra protection (they stacked, though maybe they weren't in vanilla?)
A nice thing they did was, the interface had a lot of flaws and there was a lot of questionable stuff like the no-death.  But this B-man guy put together a massive mod that fixed and expanded everything to an amazing degree, with individual toggles.  The mod's folded into the main version now, with credits, and I assume they paid him well or even hired him.

Though sadly they had to strip out the dimensional portals which summoned OldCOM enemies :P  That was fun, with tech upgrades you could bring in XCOM allies instead of just enemies.  Copyright, though (they even used the same sprites, it was like a retro dimension).

Frankly I think Extraterrestrials is just better than OldCOM, mostly for one reason:  You get an indicator as to whether a soldier will be able to shoot various enemies from a position before you move them.  XCOM was incredibly frustrating about that, and TFTD got even worse somehow.

It's waaaay unnecessarily long, though.  Even if you use the convenient options to have commanders show up every mission, and change the sight ranges to realistically far.  Not that bad a flaw, though, since it has like 10 tiers of weapons instead of three.

The After-X series was completely different but I really liked it too.  Aftermath was exciting and well paced, Aftershock has a ton of TBS base building and is crazy long, Afterlight has you terraforming *Mars* which is nifty but is also long and a bit cartoony.

And yeah Aftermath had a lot of rocket spam towards the end.  But since it's not turn based, you can often sprint away from the impact sites if you're careful.
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Sonlirain

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Re: X-Com 2: 275 Hours Until Unification Day
« Reply #3377 on: January 24, 2016, 07:27:41 pm »

Oh huh, I didn't know about the sectopods.  I liked the personal shields though, sacrificing carrying capacity for extra protection (they stacked, though maybe they weren't in vanilla?)
A nice thing they did was, the interface had a lot of flaws and there was a lot of questionable stuff like the no-death.  But this B-man guy put together a massive mod that fixed and expanded everything to an amazing degree, with individual toggles.  The mod's folded into the main version now, with credits, and I assume they paid him well or even hired him.
I used Bmans mod. Didn't know they actually included it into the game tho.

Also "Sectopod"
Spoiler (click to show/hide)
It looks more like the Robocop police robots... but still.
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Teneb

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Re: X-Com 2: 275 Hours Until Unification Day
« Reply #3378 on: January 24, 2016, 07:36:48 pm »

What is wrong with their eyes? Did the devs have an aversion to rendering eyeballs? Even just giving them goggles or sunglasses or helmets would've circumvented the "void eyes" that they got going there.
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GiglameshDespair

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Re: X-Com 2: 275 Hours Until Unification Day
« Reply #3379 on: January 24, 2016, 07:40:24 pm »

They are one with the Void.
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Rolan7

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Re: X-Com 2: 275 Hours Until Unification Day
« Reply #3380 on: January 24, 2016, 07:43:33 pm »

Most of them have normal eyes, but some of them have goggles or those weird black ones.  It's set in the future on a distant planet, so the humans have advanced technology.  I don't *think* there's any indication they have Reticulan blood, but I haven't played in a while.
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Sonlirain

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Re: X-Com 2: 275 Hours Until Unification Day
« Reply #3381 on: January 24, 2016, 07:44:56 pm »

What is wrong with their eyes? Did the devs have an aversion to rendering eyeballs? Even just giving them goggles or sunglasses or helmets would've circumvented the "void eyes" that they got going there.

I couldn't find other screenshots. I think those are placeholders from the beta/alpha.
In the actual game there are loads of people with bionics instead of eyes tho.
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RAM

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Re: X-Com 2: 275 Hours Until Unification Day
« Reply #3382 on: January 25, 2016, 01:21:19 am »

Aftermath endgame: Drop smoke, throw three grenades down that ditch behind you, unpack super-weapon, win... This is all from memory but I recall the start of the game being all about desperately looking for anything that was remotely effective at range and being terrified of getting close, once you looted some of the good armour, a single agent could wipe out an army... If you want to play real-time U.F.O. Enemy Unknown, then play X-com Apocalypse... Aftermath wasn't a terrible game, it just wasn't a particularly good one.
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Aklyon

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Re: X-Com 2: 275 Hours Until Unification Day
« Reply #3383 on: January 25, 2016, 02:05:11 am »

Kikoskia's lp of aftermath (from what I remember) went something like this:
First, grenades. Pistols are terible things but all you have, so throw more grenades. Next, actual guns. Excellent backup to grenades instead of emergency shooty things.
Later, better guns. Also armor. Be amazed at how good Keith can spot aliens now.
Lastly, Heavy armor-mounted setup-requiring machinegun railcannon of doom. Get even more explosives to support it, until it runs out of ammo. Then use everyone else's guns, since you're probably out of grenades.
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Sean Mirrsen

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Re: X-Com 2: 275 Hours Until Unification Day
« Reply #3384 on: January 25, 2016, 02:50:35 am »

I don't really care about UFO 2 Extraterrestrials or XCOM2 either...all I want is Xenonauts 2.  :P

I wouldn't mind Xenonauts 1 with a less eye-gougingly hard to read interface.
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Graknorke

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Re: X-Com 2: 275 Hours Until Unification Day
« Reply #3385 on: January 25, 2016, 02:54:57 am »

I don't really care about UFO 2 Extraterrestrials or XCOM2 either...all I want is Xenonauts 2.  :P
I wouldn't mind Xenonauts 1 with a less eye-gougingly hard to read interface.
I think that might just be you.
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Parsely

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Re: X-Com 2: 275 Hours Until Unification Day
« Reply #3386 on: January 25, 2016, 04:14:57 am »

I don't really care about UFO 2 Extraterrestrials or XCOM2 either...all I want is Xenonauts 2.  :P
I wouldn't mind Xenonauts 1 with a less eye-gougingly hard to read interface.
I think that might just be you.
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kilakan

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Re: X-Com 2: 275 Hours Until Unification Day
« Reply #3387 on: January 25, 2016, 05:00:18 pm »

So just playing some Xcom Enemy within waiting for the new release and bradford just:
Spoiler (click to show/hide)
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Rince Wind

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Re: X-Com 2: 275 Hours Until Unification Day
« Reply #3388 on: January 25, 2016, 05:05:35 pm »

There are some more of those.
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Flying Dice

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Re: X-Com 2: 275 Hours Until Unification Day
« Reply #3389 on: January 25, 2016, 06:06:19 pm »

I don't really care about UFO 2 Extraterrestrials or XCOM2 either...all I want is Xenonauts 2.  :P

I wouldn't mind Xenonauts 1 with a less eye-gougingly hard to read interface.

Never played it, but it couldn't possibly have been worse than oldCom.
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