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Author Topic: XCOM: Enemy Unknown (New by Firaxis)  (Read 974875 times)

Neonivek

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #4080 on: October 20, 2012, 05:10:18 am »

Fighting NPCs wouldn't have helped that much Muz.

Afterall you start off with the best of the best with the best equipment possible. (I found it odd that even Rookies were considered "Elite soldiers" outside Xcom)

A cop isn't going to compare or even a regular soldier.

Well... I guess early on it means they could probably get 1-2 kills and their usefulness as shooty fodder is there... but you can always adjust.
« Last Edit: October 20, 2012, 05:17:29 am by Neonivek »
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Sharp

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #4081 on: October 20, 2012, 05:21:12 am »

I don't think in this game Rookies are considered elite soldiers, especially considering that some of the council rewards are soldiers of various ranks.

I think Xenonauts has civilians and local forces which can fight.

Early levels while all you have a rookies and extra meatshield can make a lot of difference, so yeah annoyed me with the General, and the bodyguards being useless as well.
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Neonivek

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #4082 on: October 20, 2012, 05:27:33 am »

I don't think in this game Rookies are considered elite soldiers

Too bad they outright state it in the tutorial mission.

It does mean that the soldier rewards are more then just another soldier. It would essentially be one of their "best" soldiers.
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MorleyDev

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #4083 on: October 20, 2012, 05:45:53 am »

I'm guessing they're the best-of-the-best creamed from the military forces of all of the council nations. It's just "best of the best" for fighting against humans is "cannon fodder" when you're up against plasma wielding horrors from beyond known space.
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10ebbor10

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #4084 on: October 20, 2012, 05:55:22 am »

Also, I'm guessing that the Aliens have some background psychic effect wherever they go. While not at all referenced in the game, it fills in some gaps. It's possible, as aliens are shown to be psychic capable. It explains why your soldiers are so bad while technically being the best, why the army can't do anything usefull, and why everyone you need to escort/ help to escape is being so idiotic. The aliens are messing with their mind, screwing up their targetting, influencing their decision making and making them panic faster.
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Kagus

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #4085 on: October 20, 2012, 06:01:36 am »

Oh hi mr general, wait, were you seriously down here without a weapon? I thought you came here to fight! Ass.

As an aside, my experience with military officers has shown me that pretty much anyone with a rank above Captain is really only there to look pretty and make speeches.  They really are quite useless.

Sharp

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #4086 on: October 20, 2012, 06:20:22 am »

I'm guessing they're the best-of-the-best creamed from the military forces of all of the council nations. It's just "best of the best" for fighting against humans is "cannon fodder" when you're up against plasma wielding horrors from beyond known space.

Psh this is the same council that barely gives you any funding until you build and deploy satellites (cuz fuck you if you can borrow existing satellites), it's obvious they don't actually care that much about the XCOM project and the "elite" soldiers they give you are recruits fresh from basic training given how they don't specialise in anything.
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Neonivek

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #4087 on: October 20, 2012, 06:36:51 am »

Actually it could be that until you build a Satalite the country is forced to spend that money for their own uses. You are essentially freeing them up. (and mind you, these countries are fighting alien invasions... you just don't get to see that most of the time)

Mind you they never tell you how much a credit is worth but I assume it is huge sum of cash.
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dogstile

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #4088 on: October 20, 2012, 06:51:21 am »

Fighting NPCs wouldn't have helped that much Muz.

Afterall you start off with the best of the best with the best equipment possible. (I found it odd that even Rookies were considered "Elite soldiers" outside Xcom)

A cop isn't going to compare or even a regular soldier.

Well... I guess early on it means they could probably get 1-2 kills and their usefulness as shooty fodder is there... but you can always adjust.

Its not that they would have helped, it just paints the whole world as being ridiculously reliant on X-COM even though they don't know it exists. NPC's who were trying to fight back, even if they failed would be cool.
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Neonivek

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #4089 on: October 20, 2012, 07:05:01 am »

It honestly is just a sign that they rushed the game

Case and point ONE escort mission the soldiers outright state they will give you cover (and help you) but don't do anything of the sort. (Heck another the people outright state they are fighting the aliens... what did their weapons vapourize?)

It tells me they wanted to do a bit more with NPCs defending themselves or helping you but ran out of time or simply couldn't handle the AI.
« Last Edit: October 20, 2012, 07:10:55 am by Neonivek »
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10ebbor10

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #4090 on: October 20, 2012, 07:19:12 am »

Or maybe it ruined the balance, or proved bad for gameplay.

Ai soldiers can screw up your tactics, and might misinform the player that he thinks he can rely on them. Which he can't.
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Sonlirain

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #4091 on: October 20, 2012, 07:25:00 am »

Great now i want to see a XCOM: Apocalypse taking place in a 5'th element metropolis.

In fact if they were to make the game as the developers of Apoc first wanted (before having to quickly patch up whatever they had ready and ship it) with tag guns, jails, officials, diplomacy, gang wars, corporate interests... that could be one awesome game if rehashed.
Hell it would be Crusader Kings - Alien invasion edition.

Also i think a normal pistol would be enough to kill a sectoid.
However i don't think a regular military would have a fighting chance against anything better than floaters.
« Last Edit: October 20, 2012, 07:28:00 am by Sonlirain »
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Dariush

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #4092 on: October 20, 2012, 08:25:53 am »

I need help ASAP. I got to the alien base with blue flying thingies that I need to capture, killed one and brought the other to the last bar, brought a guy with arc thrower right next to it... but the 'Stun' option still says 'no targets within range'. What do?

Also, whenever I alt-tab out of the game (to make this post, for instance) and alt-tab back in, the whole screen becomes covered in half-opaque coloured spots. Loading a save doesn't help, only a full restart. What can be causing this?
Spoiler (click to show/hide)
« Last Edit: October 20, 2012, 08:31:36 am by Dariush »
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The Scout

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #4093 on: October 20, 2012, 08:26:58 am »

Must they be on the ground to stun?
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Dariush

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #4094 on: October 20, 2012, 08:33:54 am »

Spoiler (click to show/hide)
Looks pretty grounded to me.
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