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Author Topic: XCOM: Enemy Unknown (New by Firaxis)  (Read 973150 times)

Sharp

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #5445 on: January 19, 2013, 05:04:11 pm »

Medkit makes you immune from poison, anyway it's a game, you can't rationalize it, it's like saying why isn't their any close air support?
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forsaken1111

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #5446 on: January 19, 2013, 05:05:09 pm »

Medkit makes you immune from poison
It does? I don't recall that. I know some armors do...
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MetalSlimeHunt

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #5447 on: January 19, 2013, 05:12:57 pm »

Medkit makes you immune from poison
It does? I don't recall that. I know some armors do...
I do. You can't be poisoned if you are holding a medkit.
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forsaken1111

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #5448 on: January 19, 2013, 05:22:50 pm »

Didn't know that. o.o
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Sirus

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #5449 on: January 19, 2013, 05:23:35 pm »

Never noticed that either. Of course, I usually just have one guy holding med-kits anyway.
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Tarran

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #5450 on: January 19, 2013, 05:41:15 pm »

I believe it says it in the description.
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EnigmaticHat

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #5451 on: January 19, 2013, 07:49:37 pm »

I don't rationalize it.  That's what I mean by it's gamey; it doesn't make sense or need to, its just there for gameplay.

Grenades and medikits aren't passive buffs, but they're also very powerful.  Grenades blow up cover in a game that's all about cover.  Medikits in new Xcom are different because they undo damage.  Old Xcom's medikits just deal with the secondary effects of damage such as bleeding and will loss.

Look at it like this: with three pockets and no artificial restrictions, you would have twelve grenades in the starting mission.  Even if grenades did 0 damage, that would still be a win button.
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Tarran

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #5452 on: January 19, 2013, 08:19:59 pm »

Grenades also always hit the target.
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Unknown to most but the insane and the mystics, Tarran is actually Earth itself, as Earth is sentient like that planet in Avatar. Originally Earth used names such as Terra on the internet, but to protect it's identity it changed letters, now becoming the Tarran you know today.
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Tarran has the "Tarran Bug", a bug which causes the affected character to repeatedly hit teammates while dual-wielding instead of whatever the hell he is shooting at.

Leafsnail

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #5453 on: January 19, 2013, 08:23:51 pm »

The inventory puzzle in old Xcom is managing every clip for every one of your soldiers.
Until you give up and use lasers.
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Mageziya

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #5454 on: January 19, 2013, 08:45:38 pm »

Let's not forget that supports can get the ability Deep Pockets, allowing them to carry two items in the vanilla game.

Now, if there were 3 default pockets via modding, plus the Pocket from deep pocket, then it gets ridiculous. They could carry a Medkit (Or three in the same pocket with upgrades, and these three each could also heal up to 12 HP and revive downed soldiers with upgrades, too.), Chitin Plating, a S.C.O.P.E., and an Alien Grenade (Or Arc Thrower), plus the inherent smoke grenade (And if you're feeling a wee bit insane, a total of 2 smoke grenades, but then you can't have 3 Medkits.).

In total, 3 stupidly useful Medkits, 4 extra HP, +10 aim (Along with the high aim of a high-ranking soldier.), a cover destroying object that does 5 damage, and an item that makes your troops less likely to die.

And this isn't even covering the possibility of the support being psionic.

The game is balanced differently from the original, as mentioned earlier, the challenge is deciding which useful object to leave behind. Adding more pockets for everyone removes that challenge. The only way to balance the additional pockets is to severely nerf the items.

TL; DR: 3 Default pockets = A godly support.
« Last Edit: January 19, 2013, 08:47:27 pm by Mageziya »
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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #5455 on: January 19, 2013, 08:49:54 pm »

Let's not forget that supports can get the ability Deep Pockets, allowing them to carry two items in the vanilla game.

Now, if there were 3 default pockets via modding, plus the Pocket from deep pocket, then it gets ridiculous. They could carry a Medkit (Or three in the same pocket with upgrades, and these three each could also heal up to 12 HP and revive downed soldiers with upgrades, too.), Chitin Plating, a S.C.O.P.E., and an Alien Grenade (Or Arc Thrower), plus the inherent smoke grenade (And if you're feeling a wee bit insane, a total of 2 smoke grenades, but then you can't have 3 Medkits.).

In total, 3 stupidly useful Medkits, 4 extra HP, +10 aim (Along with the high aim of a high-ranking soldier.), a cover destroying object that does 5 damage, and an item that makes your troops less likely to die.

And this isn't even covering the possibility of the support being psionic.

The game is balanced differently from the original, as mentioned earlier, the challenge is deciding which useful object to leave behind. Adding more pockets for everyone removes that challenge. The only way to balance the additional pockets is to severely nerf the items.

TL; DR: 3 Default pockets = A godly support.
Which is why they never should've run away from the original XCOM formula.
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Neonivek

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #5456 on: January 19, 2013, 08:54:07 pm »

Quote
Look at it like this: with three pockets and no artificial restrictions, you would have twelve grenades in the starting mission.  Even if grenades did 0 damage, that would still be a win button

Yeah... they would have to make the aliens better.
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Leafsnail

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #5457 on: January 19, 2013, 09:22:09 pm »

I think the items work better in the new XCOM.  Rather than "take laser rifle and a medkit, stuff the rest of the backpack with explosives" you make a tactical decision about whether you want healing, increased HP, a 100% reliable explosive, increased accuracy or the ability to capture an alien.  The items are well-balanced enough that it's often a struggle knowing what to take.
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Thexor

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #5458 on: January 19, 2013, 10:31:55 pm »

Let's not forget that supports can get the ability Deep Pockets, allowing them to carry two items in the vanilla game.

Now, if there were 3 default pockets via modding, plus the Pocket from deep pocket, then it gets ridiculous. They could carry a Medkit (Or three in the same pocket with upgrades, and these three each could also heal up to 12 HP and revive downed soldiers with upgrades, too.), Chitin Plating, a S.C.O.P.E., and an Alien Grenade (Or Arc Thrower), plus the inherent smoke grenade (And if you're feeling a wee bit insane, a total of 2 smoke grenades, but then you can't have 3 Medkits.).

In total, 3 stupidly useful Medkits, 4 extra HP, +10 aim (Along with the high aim of a high-ranking soldier.), a cover destroying object that does 5 damage, and an item that makes your troops less likely to die.

And this isn't even covering the possibility of the support being psionic.

The game is balanced differently from the original, as mentioned earlier, the challenge is deciding which useful object to leave behind. Adding more pockets for everyone removes that challenge. The only way to balance the additional pockets is to severely nerf the items.

TL; DR: 3 Default pockets = A godly support.
Which is why they never should've run away from the original XCOM formula.

On the contrary. The original games didn't cease to exist when the new game came out, and there are a lot of very similar games (many fan-made) that fill the more classic XCOM niche.

XCOM: EU is a very capable spiritual successor to the original. It does not attempt to copy the original, and frankly, I believe it would've failed spectacularly if they'd tried to directly recreate a classic.
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MetalSlimeHunt

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #5459 on: January 19, 2013, 10:34:51 pm »

It isn't inherently wrong to deviate from the original X-Com. Had they not, we'd just be holding the original X-Com with a significant graphical update. I think the changes they made were good ones.
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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.
Quote
No Gods, No Masters.
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