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Author Topic: XCOM: Enemy Unknown (New by Firaxis)  (Read 967874 times)

Owlga

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #2805 on: October 10, 2012, 03:44:14 am »

So we haven't really been playing fast or exceptionally well. But today me and my fiancee shot down and raided our first large UFO in this version. With a team armed with laser pew pew guns.

I think that was the definitive moment it hit me. I'm not playing just some TBS. This really is an X-Com game.
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Sirus

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #2806 on: October 10, 2012, 04:04:26 am »

Y'know, I admit I had my doubts about some things. The class system for one, the removal of TUs for another. But so far they haven't been anywhere near a deal-breaker for me.

Class system: Every class has a use. No exceptions. Assault is an excellent front-line room-clearer with an incredibly deadly weapon...when you're close enough to use it. Heavy provides a high-damage primary weapon that is excellent at providing cover for other soldiers, as well as long ranged and accurate explosive death. Sniper is positively deadly with the proper upgrades, but requires protection until they can get good enough to do so. And Supports fill a vital role, whether it's medic or more generalized support. Did you know that supports can upgrade Overwatch so that they can shoot at firing enemies, not just moving ones? I learned that with Medi-San, and his abilities are helping to keep the squad alive.

The two-action system: Instead of being able to slowly inch a scout forward while everyone else shoots at targets of opportunity, now you have to actually think about placement and commit to your actions, and every time you do so there's a chance that someone will die. It's still remarkably tense, despite any loss of "tactical flexibility" the removal of TUs produced.
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Neonivek

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #2807 on: October 10, 2012, 04:15:38 am »

Quote
Also don't be afraid to move your VIP long distances. No alien has a "Show up and shoot" to my knowledge.
That's terrible advice. Even if newly spawned aliens can't immediately shoot, aliens that are already on the map can be in Overwatch without you seeing it. If a Thin Man that spawns behind you or a Sectoid out in the darkness somewhere is on Overwatch and the VIP runs out in front of them, you'll probably have a dead civilian on your hands.

Why in the world are you moving your VIP through unexplored areas? That is suicide!

If a Thin Man spawns behind you... you shoot it.

The reason I move the VIP fast is because the game constantly spawns aliens. On average I can get a VIP out in 3 turns after I control him.

Quote
Did you know that supports can upgrade Overwatch so that they can shoot at firing enemies, not just moving ones?

What unfortunately makes this a LOT less useful is because it happens after an attack. Where "before" would be much more helpful.
« Last Edit: October 10, 2012, 04:18:14 am by Neonivek »
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Tarran

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #2808 on: October 10, 2012, 04:21:29 am »

Okay, what the hell.

So, me and my squad of 4 Squaddie+ dudes are fighting 3 thin men, right? And they poison one of my guys, right?

Well, that one damage sends my experienced man into a panic. What does he do? He shoots his friend.

This in turn sends another experienced dude into a panic, where she fires at the aliens, thankfully.

But then the guy who got shot by the panicked guy earlier decides to panic too, and as a result fires at and kills the guy that shot him.

So, let me recap: The aliens did one damage to my experienced soldiers, and 3/4 of them panic. As a result, I lose one of them and another is wounded. What the hell.

Edit: And then they all die without killing a single enemy.
« Last Edit: October 10, 2012, 04:26:35 am by Tarran »
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Sirus

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #2809 on: October 10, 2012, 04:27:29 am »

Unless you bothered to check the entire map before rescuing the VIP, there's always a risk that aliens lurking in the darkness might show up and take potshots at you. Even if you stick to already-explored areas. Hell, my first VIP mission had a bunch of Sectoids on an elevated sidewalk that I simply couldn't see or draw beads on. Not with my sniper, even. They sure as hell could shoot at me, though.

Thin Men can spawn in the dark, or in elevated places you might not be able to shoot at right away. Since they go into Overwatch immediately, trying to get someone in position to shoot them might just result in a fatality on your part. Plus there's always the chance of you missing your shot, followed by the Thin Man scoring a hit on the VIP or any of your soldiers.

Quote
What unfortunately makes this a LOT less useful is because it happens after an attack. Where "before" would be much more helpful.
Still is useful, especially since enemies like to find a piece of cover to hide behind and stick with it rather than move around. Being able to Overwatch them as well has it's perks.
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Untouchable

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #2810 on: October 10, 2012, 05:46:29 am »

Okay, what the hell.

So, me and my squad of 4 Squaddie+ dudes are fighting 3 thin men, right? And they poison one of my guys, right?

Well, that one damage sends my experienced man into a panic. What does he do? He shoots his friend.

This in turn sends another experienced dude into a panic, where she fires at the aliens, thankfully.

But then the guy who got shot by the panicked guy earlier decides to panic too, and as a result fires at and kills the guy that shot him.

So, let me recap: The aliens did one damage to my experienced soldiers, and 3/4 of them panic. As a result, I lose one of them and another is wounded. What the hell.

Edit: And then they all die without killing a single enemy.

That's X-Com baby.

forsaken1111

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #2811 on: October 10, 2012, 06:04:43 am »

Okay, what the hell.

So, me and my squad of 4 Squaddie+ dudes are fighting 3 thin men, right? And they poison one of my guys, right?

Well, that one damage sends my experienced man into a panic. What does he do? He shoots his friend.

This in turn sends another experienced dude into a panic, where she fires at the aliens, thankfully.

But then the guy who got shot by the panicked guy earlier decides to panic too, and as a result fires at and kills the guy that shot him.

So, let me recap: The aliens did one damage to my experienced soldiers, and 3/4 of them panic. As a result, I lose one of them and another is wounded. What the hell.

Edit: And then they all die without killing a single enemy.

That's X-Com baby.
Yep. Just wait until you get to the aliens who can use Psi to panic your veterans! Or control them...

Had my heavy get controlled, he turned his Heavy Laser on the squad and wiped out two Majors.  :'(
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Urist McSpike

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #2812 on: October 10, 2012, 06:11:11 am »

Yeah, panic really sucks.  And it seems a bit sporadic about who does, and what triggers it.  But as for the shooting an ally... it almost seems like they panic and shoot at the closest movement - which happens to be an ally.

One thing that I am finding irritating over the original - Thin Men dropping out of the sky.  Damn it, if I've cleared an area, it should stay clear!  (Barring a floater super-leap.)  I had an escort I failed, because 4 Thin Men dropped out of the sky behind me after I reached the VIP & started moving him back.
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forsaken1111

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #2813 on: October 10, 2012, 06:12:40 am »

Yeah, panic really sucks.  And it seems a bit sporadic about who does, and what triggers it.  But as for the shooting an ally... it almost seems like they panic and shoot at the closest movement - which happens to be an ally.

One thing that I am finding irritating over the original - Thin Men dropping out of the sky.  Damn it, if I've cleared an area, it should stay clear!  (Barring a floater super-leap.)  I had an escort I failed, because 4 Thin Men dropped out of the sky behind me after I reached the VIP & started moving him back.
I always keep my squad around the VIP. They take up cover positions in a box around where I want the VIP to go, and he moves LAST every turn due to unpredictable drop-in aliens.
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Furtuka

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #2814 on: October 10, 2012, 06:41:46 am »

On Classic the closest I came to rescuing a vip was getting him within 5 squares of the evac point with two of my soldiers left. Cue him being blasted by a sectoid on overwatch that had been hidden between two crates.
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Sonlirain

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #2815 on: October 10, 2012, 06:41:46 am »

So wait... aliens can now spawn out of thin air and noone rages/rants about it?
I don't even...
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forsaken1111

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #2816 on: October 10, 2012, 06:54:15 am »

So wait... aliens can now spawn out of thin air and noone rages/rants about it?
I don't even...
People have been raging about it for the last page or so, off and on, but generally something that makes the game MORE difficult is okay. People were worried that the game was going to be too easy/simple when this game is, in fact, rather brutal.
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Silfurdreki

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #2817 on: October 10, 2012, 07:21:35 am »

After reading all the stories here since the US release I'm so hyped I'm afraid I might blow up (twice!) before I get to play game. Bastards, all of you. I want to play XCOM too!

Also, a pre-emptive statement to anyone posting unmarked storyline spoilers: you, sir, are an asshat. Hopefully no one will have to take that to heart.
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hemmingjay

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #2818 on: October 10, 2012, 07:23:33 am »

It's not that they appear out of nothing. It's an ambush mechanic. I think it's presented pretty well(although annoying). They have advanced technology, I don't think it's hard to drop them in a surprising position after mastering interstellar travel.

On a related note, I just lost 6 majors/captains to 6 Mutons, 12 Floaters and a handful of thin men. In the end it was 1 floater and one major shooting it out. (sigh)
« Last Edit: October 10, 2012, 07:25:09 am by hemmingjay »
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forsaken1111

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #2819 on: October 10, 2012, 07:24:48 am »

Incidentally, does the sniper rifle have an aim penalty for shooting targets that are too close? I've noticed this a few times, but it may have been floaters being all avoid-ey or something.
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