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Author Topic: XCOM: Enemy Unknown (New by Firaxis)  (Read 972060 times)

Mageziya

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #6420 on: September 10, 2013, 07:52:12 pm »

In impossible mode, finding almost every pack at once is almost certain death.

Just finding two packs, depending on the situation, can mean death.
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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #6421 on: September 10, 2013, 07:52:53 pm »

Just finding two packs, depending on the situation, can mean death.
Pretty much.
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umiman

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #6422 on: September 10, 2013, 09:20:54 pm »

In impossible mode, finding almost every pack at once is almost certain death.

Just finding two packs, depending on the situation, can mean death.
Two packs of elite mutons. Guh... I hate it when that happens. Suddenly grenades everywhere.

Muz

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #6423 on: September 10, 2013, 11:48:25 pm »


And it was going so well. Fuck bomb disposals.

Happened to me all too often. Now I just send rookies/squaddies which I don't want on council missions, especially bomb and other time limit missions. They just don't go well with the cautious way of playing the harder levels. Only exception are the Slingshot missions, where the rewards are too awesome to miss out on.
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Tarran

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #6424 on: September 11, 2013, 01:00:39 am »

You know, I think Marathon mode is somewhat unadjusted in some ways.

First Terror mission, right after a medium UFO, even with a straight beeline to Laser weapons, I still do not even have laser pistols. Now I'm likely going to face you-know-whats with a barely trained squad (I've had problems with casualties), starting squad size, and starting weapons. God help me.

God helped me. I completed the mission with no wounds at all. I am pleased to say the least!
« Last Edit: September 11, 2013, 02:41:47 am by Tarran »
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umiman

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #6425 on: September 11, 2013, 03:37:03 am »

Marathon is literally impossible as far as I'm aware.

I believe Richard was talking about how you needed two key story items to progress but you could only get one. It's not like it would matter since you couldn't get to that point anyway as you'd be facing Sectopods before you even completed laser rifles.

Tarran

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #6426 on: September 11, 2013, 04:18:47 am »

I think they might have said that back before it was officially implemented. UFOpedia also doesn't seem to mention it as a bug.

Also, I already have laser rifles researched (and have only not built them because of my lack of prioritization on engineers) and are still facing sectoids, thin men, and floaters on regular missions, donno what you're talking about.
« Last Edit: September 11, 2013, 04:24:46 am by Tarran »
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Quote from: Phantom
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.
Quote from: Ze Spy
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.

umiman

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #6427 on: September 11, 2013, 11:20:03 am »

It's nice if they did fix that bug though.

The last time I tried to play marathon was in my II run with every single second wave option on. Couldn't be done so I did it with everything except marathon.

Robosaur

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #6428 on: September 11, 2013, 04:48:55 pm »

Also, what is with XCOM's oddly prophetic mission names?

Selection bias and a limited selection of name possibilities.

The first time I played, the tutorial mission was called Broken Hymn, which sounds like Broken Hymen, which is the definition of losing your virginity, which p. much means that that tutorial mission stole my alien fighting virginity. I thought at the time that mission names weren't randomly generated as a result.
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Neonivek

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #6429 on: September 11, 2013, 04:50:48 pm »

I'd accept that if that isn't somewhat archaic given that we know today as common knowledge that the Hymen can break from any number of things such as drinking mountain dew.
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MetalSlimeHunt

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #6430 on: September 11, 2013, 05:56:07 pm »

The only mission that I definitely know is not randomly generated is the final one, which is always Operation Avenger.
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Metalax

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #6431 on: September 12, 2013, 07:57:04 am »

Yeah the bug with marathon was that it required two hyperwave beacons to build the hyperwave room in the base and you can only retrieve the single one from the base mission. I haven't tried it myself since the bug became apparent and that was before the second wave options were officially included so it may have been fixed.

Edit: Actually thinking on it, assuming that the bug has been fixed, marathon mode with slingshot enabled should be doable by rushing for the arc thrower and capturing a muton in the second mission, giving you access to plasma weapons. If you go for a South America start to get the instant interrogations and hence the research credits to offset the increased research times, that could put you ahead of the game. The potential to have at least one blaster launcher by the time Sectopods start showing up would also help offset you generally reduced techlevel.
« Last Edit: September 12, 2013, 08:06:54 am by Metalax »
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Sharp

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #6432 on: September 14, 2013, 06:07:41 pm »

Gah, fucking cyberdiscs!

I got totally trolled by one in a terror mission, it was right outside the skyranger, couldn't move without it overwatching and shooting my guys and then when I killed it the explosion wiped out 3/4 of my squad.

This was UFO:EU and not XCOM: EU but still. Fucking cyberdiscs!!!!
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MorleyDev

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #6433 on: September 14, 2013, 06:18:42 pm »

Rookies go first for a reason, to soak up the overwatch :) I find that plus always popping a smoke is especially needed in OpenXcom, where I always play with it so Aliens always are looking in the direction of the Skyranger at the start of the battle (which makes sense)
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Sharp

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #6434 on: September 14, 2013, 07:07:30 pm »

Yeah popped the smoke, cyberdisc didn't give a shit , first turn after smoke exploded he takes out 3 expendables. When I say right outside skyranger ramp I mean like literally 1 tile gap from ramp start and it. Pretty much by the time I got outside the ramp there were not enough TU's to shoot so only course of action was just to kill it ASAP.

So after it explodes after taking out most of my squad it also has blown up most of my heavy weapons as well so I have 4 guys at the back with plasma rifles with no reloads and a laser pistol each and the bloody sectoids only brought plasma pistols which I haven't researched, so this will be an interesting terror mission to finish.

I have the firepower but no-one spare to spot or take any damage, and I really hope I kill the sectoid leader soonish, If I get mind-controlled or panicked I think I might just abort the mission, tempted to do that without even stepping off skyranger.
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