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Author Topic: XCOM: Enemy Unknown (New by Firaxis)  (Read 960569 times)

The Scout

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #3675 on: October 15, 2012, 06:05:43 pm »

My assault guy is more of a medium range killer. I went with lightning reflexes and aggression, so he can run decently close to cover and insta-kill any alien that's being a pain.
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Neonivek

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #3676 on: October 15, 2012, 06:06:28 pm »

During Abduction missions you see people in the shape of green goo.

You are stopping them from taking those bodies.
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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #3677 on: October 15, 2012, 06:09:12 pm »

Portugal's on that list? I'm afraid we actually give a -100 "bonus" funding... but our acute chronic procrastination will make us prime targets while your snipers do all the work!

Also, yes, you do get a heavy laser, and after that a heavy plasma, for a hefty sum of about 200. Let me tell you though, that thing one-shots pretty much ANYTHING. With the anti-robotics skill, cyberdisks will no longer be a problem. Plus, you get two shots with them. With the S.C.O.P.E., that's 85 accuracy, two shots per turn, and almost one-shot anything.

This is taken from Normal Ironman, of course, since I get absolutely trashed in Classic :)


Does ANYONE take close and personal with the assault?

Microcline

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #3678 on: October 15, 2012, 06:12:25 pm »

Are there laser machineguns then? Otherwise, I'll have to get rid of all the heavies.

Heavy Lasers, although I would get Precision Lasers first because it gives you both Laser Shotguns (Technically it's called the Scatter laser, but really, its just a shotgun.) and Laser Snipers. And from my experience Scatter Laser + Assault w/ Rapid Fire + Up Close and Personal perk + really short distance = Pretty much anything with less than two full bars of health dead.

Also good armor helps.
Also, I'm pretty sure Close Combat Specialist applies to the bonus move berserkers get, so you can have a hilarious situation where you rapid fire one and he kills himself by moving towards your assault.  I'd agree with Johnfalcon, as snipers and assaults rely a lot more on their guns than heavies.  A sniper or assault with a weak gun is near useless, while a heavy with a weak gun is still a merciless, AOE cover destroying machine.
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Tarran

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #3679 on: October 15, 2012, 06:20:06 pm »

Does ANYONE take close and personal with the assault?
Hell yes, half my Assaults use shotguns. Whenever I use shotguns, I use pistols or run them up to the enemy and shotgun them.
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Mephansteras

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #3680 on: October 15, 2012, 06:22:36 pm »

Anyone checked out some of the mods people are making?

I found this one over on the 2k forums. Not sure I like all the changes he talks about, but the idea of making the UFOs doing Abduction missions interceptable sounds really good. The sudden 'OMG You get 3 abductions!' aspect is one of my least favorite things in the game right now.

I may have to figure out how to do that.
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umiman

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #3681 on: October 15, 2012, 06:27:09 pm »

Portugal's on that list? I'm afraid we actually give a -100 "bonus" funding... but our acute chronic procrastination will make us prime targets while your snipers do all the work!
Completely off topic but I was reading the news about how they were increasing Portugal's income tax to 13% and it was considered "tough".

I pay 20% income tax lol... and we're not even close to what people in other EU countries pay. I WISH I only had 13% income tax.

Meph: That interceptable abduction mission mod is super common. You can get any number of them here: http://xcom.nexusmods.com/mods/top/

Cthulhu

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #3682 on: October 15, 2012, 06:31:49 pm »

Are there any detrimental effects of modding that?  Steam issues, multiplayer compatibility?
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The Scout

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #3683 on: October 15, 2012, 06:33:45 pm »

3 days until heavy lasers. TERROR MISSION! Let's just say Australia is gone.
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Mephansteras

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #3684 on: October 15, 2012, 06:37:07 pm »

Meph: That interceptable abduction mission mod is super common. You can get any number of them here: http://xcom.nexusmods.com/mods/top/

Cool, I'll take a look.

I'd definitely like to know if there are any issues caused by modding this before hand.
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Kagus

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #3685 on: October 15, 2012, 06:46:26 pm »

I pay 20% income tax lol... and we're not even close to what people in other EU countries pay. I WISH I only had 13% income tax.

28% for Norway at the moment.  Of course, everything else gets taxed too. Sure, it's got some of the highest wage rates around, but you give most of it back to the gov't. 

Most people hop from paycheck to paycheck and are flat, penniless broke by the time the next one comes around.  Of course, that's also because you really don't need much of a "nest egg" to fall back on, because the gov has got you covered in most cases.

This is completely off-topic.  Oops.


Just had the Angry Joe review pushed on me by a friend that I'VE pushed the idea of XCOM (original) onto.  I guess some people prefer the class system and only having one base.

I dunno, I always liked the customizability and flexibility that all afforded you...   You could tailor bases to be production warehouses, extra secret labs, staging grounds for interceptors and/or ground squads, and basically just have something to fall back on if your main base ever did get thrashed by a retaliation force.

And yes, I'm going to gripe about not being able to load out those high-strength low-accuracy goons with tons of explosives and just have myself an awesome grenadier (hilariously powerful in TFTD).  And while some may argue that this new system makes you focus and pay more attention to your grunts, and thus develop a deeper connection with them, I'm not really sure I can agree that the old system had them be any less attachment-worthy.

Sure, you lost a hell of a lot of them, especially early on.  But that's the point, it's supposed to be a brutal, uphill battle.  And what made your necessary elite soldiers stand out that much more was the fact that they didn't die.  For whatever reason, they had the spark to carry them through to a new day, and started becoming more and more valuable and awesome as time went on.  Suddenly you've got that one old vet there standing proud amongst the rookies, and you know he's seen more shit than all those greenhorns are gonna see in their lifetimes put together (mostly because those lifetimes are going to be brutally short, what with the crazy missions you're sending them into).

If nobody dies, it kinda makes the ones who live seem a little less special.

Mephansteras

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #3686 on: October 15, 2012, 06:50:37 pm »

I don't know, Kagus...I've lost tons of troops playing on Classic. I don't have hordes out at any one time, but I sure seem to chew through them at a decent rate despite that.
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Robosaur

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #3687 on: October 15, 2012, 06:53:17 pm »

You know what's really hard? I hacked XCom to make Outsiders have 10Hp.

Fuck.
Team wiped, man.
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umiman

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #3688 on: October 15, 2012, 07:00:55 pm »

Are there any detrimental effects of modding that?  Steam issues, multiplayer compatibility?
I have no clue. Never tried it.

They seem to work, as all the comments indicate.

Cthulhu

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #3689 on: October 15, 2012, 07:03:38 pm »

I played a classic ironman game last night, did pretty well with no casualties until the first crashed UFO.  The outsider soloed my whole squad.
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