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Author Topic: XCOM: Enemy Unknown (New by Firaxis)  (Read 959524 times)

Furtuka

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #4755 on: November 03, 2012, 07:55:18 pm »

They do die if something explodes on them in my experience
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Darkening Kaos

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #4756 on: November 03, 2012, 08:07:52 pm »

Maybe someone, who shall remain nameless, suggested that in order to not frighten the under-aged, all weapons in the hands of authority-type figures not critical to the story should have walkie-talkies intead of weapons...............hmmmm?

Firaxis just hasn't had time to generate a suitable sprite for the characters to be holding.

That then gives us the next generation of interceptor - a flying bike that requires a sectoid as part of its engine.


edit: various typos, etc.
« Last Edit: November 03, 2012, 11:30:49 pm by Darkening Kaos »
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So! Failed to make peace, war looms, kill the infidels... what are our plans for the weekend?
The Giant Moles in the caverns of my current fort breed like crazy, even while regularly being decimated by other beasts entering them...

Flying Dice

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #4757 on: November 03, 2012, 10:32:14 pm »

That then gives us the next generation of interceptor - a flying bike that requires a sectoid as part of its engine.
Expect a call from Firaxis sometime tomorrow about an open position on their dev team.
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MaximumZero

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #4758 on: November 03, 2012, 11:27:16 pm »

That then gives us the next generation of interceptor - a flying bike that requires a sectoid as part of its engine.
Expect a call from Firaxis sometime tomorrow about an open position on their dev team.
Yes. Well played, ser.
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Darkening Kaos

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #4759 on: November 03, 2012, 11:43:44 pm »

Bugga!
Game crapped out on me soon after the start of the base mission.  No back-ups so it looks like I have to restart anew.
Just spawned some mutons and then the game freezes as one is moving, I'm assuming one of my guys perhaps tries a reaction shot....I dunno.
Anyways, I start again with a bit better understand of how to play the game and will make less with the stupid.

{Also, some late edits on my previous post which had evidence of stupid, but nothing really new.}
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So! Failed to make peace, war looms, kill the infidels... what are our plans for the weekend?
The Giant Moles in the caverns of my current fort breed like crazy, even while regularly being decimated by other beasts entering them...

shadenight123

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #4760 on: November 06, 2012, 04:16:14 pm »

I just had my most dreadful mission 'ever'...turn strangely to best.
I mean, when you start off with a Terror mission, having to save civilians and out of 16 you lose, in two turns, 8, you start thinking that maybe you don't actually want to learn who's doing it, right?
I mean, nobody sane of his mind would, especially not with his most 'advanced' team ever, and no sacrificeable Shiv unit to deploy.
I bless snipers.
Really, snipers, their small video-camera feed holocron device or whatever. That and high places, tight turns, burning tanks and windows.
Oh and my sniper, special thanks to my sniper 'Devil Dog' (Italian) and my heavy 'Road Block' (American) for being the most awesome duo ever.
Because when three teams of three chrysalids move with four to five zombies at their toes, you really, really, don't want to be there.
No, I swear, those damn things hit like a punching bag of death, decease and murder. And if you're still alive after one hit (God bless the chain shirt, god bless the damn frigging chain shirt) then you get poisoned.
The only thing I must say is that my sniper is awesome.
But I already said that, didn't I?
Imagine you are happily throwing this things, the sniper only camera feeds, and then you get the visual on the chrysalids.
They move.
Charge forward like the goody four shoes they are, and in that moment, you hope, clearly, that there is only one group of them.
Then another group emerges from the building.
And another one, yet again, comes from the other side.
Reaction shots everywhere (Because being on the cautious side, I did move once-Overwatch) and my snipers scores a death hit on a chrysalid, my heavy guns down another and my assault soldier decides that 'up close and personal' means shoving a ball of plasma straight in the face of one of those purple things...twice.
First for reaction, second for skill when she got too close.
So i'm screaming at the screen by now, saying 'WTF WTF WTF do i do!? WTF!?'
I couldn't lose south america, heck, I already had lost Egypt (with australia panicking). So I did the smart thing. Explosions.
And the shredder rocket met the enhanced rockets of the feat/perk/training, and the area was wide, and pieces flew in the air like it was the fourth of july.
Then the zombie came.
And the reaction shots of the sniper went well.
And the end result was 8 civilians saved out of 16, which got me a 'good' and an excellent for having the team survive. All of it.
Though I think my heavy wants to be reassigned to testing highly explosive weapons, rather than go face to face with a batch of three chrysalids ever again.
I'd actually do that too...safer.
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“Do something!” she whispered, trying to keep her sight on all of them at once.
Basileus clapped his hands once. The Forgotten took a step forward, attracted by the sound.
“There, I did something. I clapped. I like clapping,” he said. -The Investigator And The Case Of The Missing Brain.

Mephansteras

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #4761 on: November 06, 2012, 04:24:00 pm »

Explosives are the best things for Chryssalids ever. Even if it means blowing up civilians, it's always the right thing to do.
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Thexor

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #4762 on: November 06, 2012, 04:32:40 pm »

Remember back in the original? When, if you saw a single Chryssalid on the map, you'd begin murdering every civilian on sight before they could be zombified?

Same thing now, except the mercy killings happen with high explosives instead of laser fire.
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The Scout

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #4763 on: November 06, 2012, 04:40:33 pm »

I thought using the grappling hook to get onto the roof would help, but the Chryssalids ran out, jumped on the roof, and ate him. But other then that, the three snipers and one support/assault is working pretty well.
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Mephansteras

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #4764 on: November 06, 2012, 04:41:34 pm »

Flying is the only thing that can keep Chryssalids from getting you. Or shooting them first. That helps a lot.
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Sonlirain

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #4765 on: November 06, 2012, 04:44:42 pm »

Remember back in the original? When, if you saw a single Chryssalid on the map, you'd begin murdering every civilian on sight before they could be zombified?

Same thing now, except the mercy killings happen with high explosives instead of laser fire.

Murdering civvies gave a TON of negative points it's far better to stun them instead.
Besides if you see snakemen on a terror site you already know there is at least one of those angsty little buggers skittering around.
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Sharp

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #4766 on: November 06, 2012, 06:59:38 pm »

I had a retarded mission terror mission where by turn 3 there were only 6 civvies left alive, then somehow me shooting plasma at a sectopod on the other side of the map causes a car that 2 civvies are hiding behind to start burning and then blow up, then chysalids take out another. 1 civvie saved 1 civvie I have no idea where and the other is on the unreachable overpass, unreachable to anything but chyrsalids and drones...

Luckily I manage to take out the chyrsalid and then the civvie and the drone start to play a game of tag, drone moves up to civvie, civvie jumps off bridge, drone moves down to civvie,  civvie somehow manages to get back up bridge.... wtf... my guys say they have no route (didn't bring skele/ghost/archangel) but civvie somehow climbs an invisble wall or jumps im not too sure I didnt see how.

Lucky for me anyway as I manage to leave the mission with 3 civs and it still got panic reduction in australia.
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Mephansteras

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #4767 on: November 06, 2012, 07:13:02 pm »

Fear is an amazing motivator, I guess.
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Flying Dice

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #4768 on: November 06, 2012, 08:46:44 pm »

Remember back in the original? When, if you saw a single Chryssalid on the map, you'd begin murdering every civilian on sight before they could be zombified?

Same thing now, except the mercy killings happen with high explosives instead of laser fire.

Murdering civvies gave a TON of negative points it's far better to stun them instead.
Besides if you see snakemen on a terror site you already know there is at least one of those angsty little buggers skittering around.

Honestly, my approach tended towards sealing off a defensible area with a solid wall of snipers ready to reactionfire anything that moved, and then plastering everything else with AC-HE and rockets while my HWPs rolled around being awesome. Actually, destroying everything with HE tended to be my standard mode of operation in every terror mission without a beautiful layout. You can usually manage around 1 kill per belt of AC-HE if you just blindfire it in the general direction of the fog of war. But enough talking about the game that isn't the game this thread is about.
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Aurora on small monitors:
1. Game Parameters -> Reduced Height Windows.
2. Lock taskbar to the right side of your desktop.
3. Run Resize Enable

MaximumZero

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #4769 on: November 06, 2012, 08:55:09 pm »

Not sure if I missed this, but our second favorite game has been reviewed by Yahtzee Croshaw. Now, if only we could get him to do Dwarf Fortress.
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Holy crap, why did I not start watching One Punch Man earlier? This is the best thing.
probably figured an autobiography wouldn't be interesting
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