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Author Topic: XCOM: Enemy Unknown (New by Firaxis)  (Read 973235 times)

Sharp

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #5355 on: January 10, 2013, 06:36:48 am »

Oh damage roulette why do you always screw me over. Laser rifles at sectoids, 2 damage. Then finally fire at last sectoid with 1hp left, 18 damage crit!

I think in the course of 3 ironman games damage roulette has saved maybe 2 of my guys and screwed over 8 (screwed over as in getting them killed when charging into hostile situations).

I'm doing pretty well now but my most consistent damage dealer is sniper with laser pistol and gunslinger who will always do a minimum of 4 damage while everyone else seems to like hitting those 1's.

Not created equally almost feels like cheating though because I have a heavy with 80 aim and only sgt so far, bullet swarm is mowing down everyone, of course I have a few useless snipers with 65 aim so I suppose it evens it out a bit.

EDIT: And now LoS bug screws me over again as rest of team on overwatch can't see what is at the top of a ramp and fail to notice fellow team-mates on ramp getting munched on by chyrsallids. Doesn't help that the two people getting munched on hit thier overwatch shots when it only dealt 2 dmg, damn you damage roulette!
« Last Edit: January 10, 2013, 08:07:21 am by Sharp »
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majikero

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #5356 on: January 10, 2013, 10:20:32 am »

If you want to make damage roulette interesting, remove the health bars.
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Tarran

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #5357 on: January 11, 2013, 10:37:27 pm »

Woah, I just had a weird bug. A Sectoid was running, then one of my guys killed it with 3 points of damage in overwatch (100% sure it had 3 HP) and... it promptly smashed through a door and ran into cover before promptly dying.

"OH SNAP Xcom. Time to run into cover and make them come to me and activate more of my buddies."
*Runs, promptly gets shot*
"Oh well, I'm sure that guy inflicted the 2 points of damage that those crappy pellet guns they call 'assault rifles' often do. No biggie."
*Runs into cover, promptly checks HP*
"Wait... he did 3 points of damage. 3-3 is 0. HURK-"
*Dies*
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MetalSlimeHunt

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #5358 on: January 11, 2013, 10:45:08 pm »

Well, I just lost my meatgrinder game. It's a shame, since I had managed to get Titan Armor and two squaddies when it finally happened, courtesy of a TELEPORTING SECTOPOD. God, I wish they would fix the teleportation glitch already. I can't afford to fight teleporting Sectopods.

I still didn't get past capturing an Outsider.
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Wrex

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #5359 on: January 11, 2013, 11:08:12 pm »

I think the teleporting behaviour is intentional- but teleporting while revealed is not.
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MetalSlimeHunt

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #5360 on: January 11, 2013, 11:26:38 pm »

A Sectopod should not be able to spawn behind a pamphlet rack when I look away for five seconds. It would take some kind of tactical geniu-

CREEEEEEEEEEEEEEEEEEEED!!!!!!!!!!
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Quote from: Thomas Paine
To argue with a man who has renounced the use and authority of reason, and whose philosophy consists in holding humanity in contempt, is like administering medicine to the dead, or endeavoring to convert an atheist by scripture.
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Sirus

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #5361 on: January 11, 2013, 11:52:02 pm »

Woah, I just had a weird bug. A Sectoid was running, then one of my guys killed it with 3 points of damage in overwatch (100% sure it had 3 HP) and... it promptly smashed through a door and ran into cover before promptly dying.

"OH SNAP Xcom. Time to run into cover and make them come to me and activate more of my buddies."
*Runs, promptly gets shot*
"Oh well, I'm sure that guy inflicted the 2 points of damage that those crappy pellet guns they call 'assault rifles' often do. No biggie."
*Runs into cover, promptly checks HP*
"Wait... he did 3 points of damage. 3-3 is 0. HURK-"
*Dies*
Alien adrenaline? People can get shot in real life and not realize it until they start coughing blood or whatever.
Still a humorous glitch, never seen it before.

A Sectopod should not be able to spawn behind a pamphlet rack when I look away for five seconds. It would take some kind of tactical geniu-

CREEEEEEEEEEEEEEEEEEEED!!!!!!!!!!
God-Emperor dammit, now I have cola dripping out of my nose. Thanks a lot, jerk.
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Lightningfalcon

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #5362 on: January 11, 2013, 11:56:16 pm »

Woah, I just had a weird bug. A Sectoid was running, then one of my guys killed it with 3 points of damage in overwatch (100% sure it had 3 HP) and... it promptly smashed through a door and ran into cover before promptly dying.

"OH SNAP Xcom. Time to run into cover and make them come to me and activate more of my buddies."
*Runs, promptly gets shot*
"Oh well, I'm sure that guy inflicted the 2 points of damage that those crappy pellet guns they call 'assault rifles' often do. No biggie."
*Runs into cover, promptly checks HP*
"Wait... he did 3 points of damage. 3-3 is 0. HURK-"
*Dies*

"Ha ha, Xcom suckers! I'm still ali-" *flatline*
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Sharp

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #5363 on: January 12, 2013, 12:24:30 am »

Well the bugs sort of even themselves out, there is also the free vision bug where you can see some of the alien groups as they patrol/teleport around the map.

Also there is a bug which causes aliens to randomly die, had a sectoid kill himself by falling through the map (still recovered the corpse!). Now would be nice for the sectopod to fall through the map instead.
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GlyphGryph

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #5364 on: January 12, 2013, 12:33:03 am »

Well, I just lost my meatgrinder game. It's a shame, since I had managed to get Titan Armor and two squaddies when it finally happened, courtesy of a TELEPORTING SECTOPOD. God, I wish they would fix the teleportation glitch already. I can't afford to fight teleporting Sectopods.
I still didn't get past capturing an Outsider.
What the hell sort of game are you playing? o___O Is it a second wave one? Were you just trying to make things difficult?

I don't understand anything any more!
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MetalSlimeHunt

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #5365 on: January 12, 2013, 12:48:11 am »

Classic Ironman, with a bunch of Second Wave options on. Things started to go bad around the time I lost everybody but the rookies. TPKs upon TPKs...
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Nadaka

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #5366 on: January 12, 2013, 02:17:23 am »

If you have enough satelites up to keep the cash rolling in to replace the soldiers a couple times a month, the random number gods will eventually give you a set of easy enough missions to level up a few soldiers.
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MetalSlimeHunt

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #5367 on: January 12, 2013, 02:41:20 am »

No they won't. Once you're up to Elite Mutons and Sectopods it is more or less impossible, and the terror missions will hike up the doom counter until you lose.
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Quote from: Thomas Paine
To argue with a man who has renounced the use and authority of reason, and whose philosophy consists in holding humanity in contempt, is like administering medicine to the dead, or endeavoring to convert an atheist by scripture.
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Soadreqm

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #5368 on: January 12, 2013, 04:05:56 pm »

Well, I just lost my meatgrinder game. It's a shame, since I had managed to get Titan Armor and two squaddies when it finally happened, courtesy of a TELEPORTING SECTOPOD. God, I wish they would fix the teleportation glitch already. I can't afford to fight teleporting Sectopods.

I still didn't get past capturing an Outsider.

You're not the only one facing teleporting sectopods. I had one today when raiding the alien base for the fourth time. It popped out of nowhere to the middle of my four remaining guys, causing me to flip out and start emotionally preparing for losing all my experienced soldiers AGAIN.

Then it shot itself with its own mortar. :|

The same mission also featured other interesting glitches. At one point, the game stopped updating a SHIV's position or something, leaving a single square where it had been (a fucking one-tile doorway because the game hates me) unwalkable, and making the shiv itself appear passable. It isolated the SHIV from the rest of my squad who had to find another way around, and it died. I didn't actually try moving any soldiers to the SHIV's tile, for fear things would break worse. Also, a sniper had a red alien indicator lit for most of the mission, even though no aliens were visible and she had no targets available. Maybe the sectoid commander was giving her hallucinations. :P

No they won't. Once you're up to Elite Mutons and Sectopods it is more or less impossible, and the terror missions will hike up the doom counter until you lose.

Depends on what your tech level is and how much alien loot you got stockpiled. without a pile of weapon fragments, you can't research shit, but if you get the high-tier weapons made, your squaddies will have a chance against sectopods. Not a very good chance, but in this game, the default setting is to NOT lose your weapons when the squad is wiped. Besides, sometimes the game gives you Council missions with nothing but Thin Men. Recovering from losing all your soldiers is nontrivial, but definitely possible, even on Classic difficulty.
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Leafsnail

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #5369 on: January 12, 2013, 04:12:26 pm »

One of my guys had a phantom alien indicator for almost the entire alien base assault mission.  It was right after some seriously janky shots through walls, that might have had something to do with it.
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