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Author Topic: XCOM: Enemy Unknown (New by Firaxis)  (Read 958561 times)

kilakan

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #5550 on: January 24, 2013, 02:32:05 pm »

That reminds me of people talking about the units appearing out of nowhere in the middle of your team.

I used to think it was fake, until I started playing again recently and it's been happening constantly. I guess one of the patches introduced it or something, it honestly is pretty irritating.
Theres also a glitch I've found a few times where you can't see the enemy aliens, they can't see you, and yet occasionally you still have mind control abilities, grenades and whatever the artillery the sectopods use being fired into your ranks.
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umiman

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #5551 on: January 24, 2013, 02:35:16 pm »

Yeah, if that happens I'm probably boned.

Leafsnail

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #5552 on: January 25, 2013, 10:48:23 pm »

Do Berserkers not bother to move under overwatch in Classic and Impossible too?  Because it's making them hilariously unthreatening, and turned capturing one into a stupid farce.
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MetalSlimeHunt

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #5553 on: January 25, 2013, 11:03:59 pm »

I've seen them do it. The AI of Berserkers is just kind of fucked. The Chryssalids exhibit it to a lesser degree.
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Leafsnail

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #5554 on: January 25, 2013, 11:14:27 pm »

"They appear to have little regard for their own safety, but if you wave a gun vaguely in their general direction they will obediently stay still".

If I shoot one they'll do the charge even if they're under overwatch, but otherwise they don't seem to bother moving even if they'd only need to move one space to mangle a dude.
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Lightningfalcon

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #5555 on: January 25, 2013, 11:44:58 pm »

Does the "Sound from breaking through doors and windows" have any actual affect? 
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Leafsnail

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #5556 on: January 25, 2013, 11:48:35 pm »

It attracts aliens, possibly.
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Tarran

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #5557 on: January 25, 2013, 11:52:44 pm »

Didn't notice it myself. Crashed through a window and a group of mutons closest to the window did not move. To be fair another muton group further away did move in, but I'm not sure that it's not just the usual random teleporting stuff.
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Leafsnail

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #5558 on: January 26, 2013, 06:16:07 pm »

Man the Overseer UFO mission went horribly wrong.  I lost one person to a teleporting Sectopod (fortunately the sectopod decided to walk around and trigger everybody's overwatch so it was just the one) and another to accidentally triggering a bunch of things.  My sniper then went down with a critical wound and my colonel-heavy-psychic got mind controlled.

Weirdly though it seems pulling back is a pretty good counter to mind control.  It wore off and I was eventually able to regain control of the situation.  Considering the mid-mission calamity I was pretty lucky to finish with 2 deaths and a successful mission.
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Leafsnail

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #5559 on: January 26, 2013, 06:42:17 pm »

I can usually deal with mind control because it gives you a turn to react.  I can usually either kill the controller or run everyone away until the control wears off.  In that last mission it was probably actually a good thing because it stopped him from getting destroyed by Elite Mutons.
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Neonivek

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #5560 on: January 26, 2013, 07:01:57 pm »

I can usually deal with mind control because it gives you a turn to react.  I can usually either kill the controller or run everyone away until the control wears off.  In that last mission it was probably actually a good thing because it stopped him from getting destroyed by Elite Mutons.

One time it was harmless because the AI was too stupid to know how the sniper mechanics worked. so it kept running up close and killing its accuracy to hit me.
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Mageziya

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #5561 on: January 26, 2013, 07:13:18 pm »

Does anyone know what happens if you fail the Overseer ship mission or accidentally destroy the Gollop device? Does another Overseer ship appear?
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Nadaka

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #5562 on: January 26, 2013, 07:20:32 pm »

Does anyone know what happens if you fail the Overseer ship mission or accidentally destroy the Gollop device? Does another Overseer ship appear?
If you fail the mission, the ship will reappear eventually.

You can not destroy the device, Ive smashed it with multiple rockets and it still came out fine.
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Mageziya

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #5563 on: February 01, 2013, 06:59:44 pm »

While the non-randomly generated maps has lead to a limited variety maps, some of the touches they give these maps are really nice.

On my umpteenth Classic Ironman attempt, on the first downed UFO mission (This type of map actually tends to be the hardest to tell apart from each other.) Right at the start of the map, I saw something interesting, something I hadn't seen before. It was a Pickup Truck with one door open, a camp fire nearby, 2 lit flares on the ground, and a dead deer in the back of the truck being eaten by some ravens (Crows?). I like how hit sort of tells a story, of a person, enjoying their time out hunting, when next thing they know a Alien ship falls out of the sky,  which is then followed by fighter jet darting through the sky. I didn't find a greenified body (They never explain how abductions work, it bothers me.) or a mangled body, and seeing the car there shows they didn't drive off, so I have no idea what happened to them.

Sure, and RNG could take the tile set of that area and set it to be a rare spawn, but it's nice to see unique touches that aren't randomly hashed together.
« Last Edit: February 01, 2013, 07:01:17 pm by Mageziya »
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Every dwarf, every dwarven man, women, and child, that comes to our forts will die there; it's truly sad when you think about it. And we ask our selves, why? Why do we push forward, knowing this fate, that we are destined for failure? Because, this game grasps the concept of mortality. Some games you can never lose, but we all stop eventually, causing a 'death' to those game's 'worlds'. Dwarf Fortress gives us a definite end, knowing that we will leave that world eventually, and move on to more.

Parsely

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #5564 on: February 01, 2013, 09:04:35 pm »

I'd imagine the guy was either vapourised (unlikely), killed by the inhabitants of the craft after it crashed (possible), or legged it.
Ooooor the alliums ate 'im :o
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