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Author Topic: XCOM: Enemy Unknown (New by Firaxis)  (Read 968654 times)

Mageziya

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #6450 on: September 16, 2013, 07:11:30 pm »

I just remembered that I took a picture of a weird visual glitch that I had happen on that map.


Got even weirder when I had her throw a smoke.
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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.

Mageziya

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #6451 on: September 16, 2013, 07:16:33 pm »

That's a common glitch.

I once had a spectacular version of that happen before. The soldier sprayed bullet's absolutely everywhere. If I remember correctly, it hit.

Rather impressive.
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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.

Sharp

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #6452 on: September 16, 2013, 07:19:33 pm »

Some of the council maps aren't council only ones. I had a great first map on the rescue VIP from Limo map, easy to force sectoids into the low road while you take the high ground and the sectoids have a tendancy to mind merge far at the back in half cover still visible so they got sniped off while rest of the squad overwatches from high cover and high ground so any sectoids making a charge tend to get gunned down and stuck in no cover if they survive the overwatch.

I also like truck stop map, it's pretty easy to set up an ambush for the first group of aliens and they all group up together so easy to grenade as well.

I also had the luckiest break ever in road works map (the one with the big crane and the bus and the little digsite in the middle) where the big truck got on fire after some sectoids fired, then next turn a sectoid who was going to flank and kill my assault ran up to the truck and it exploded right as he got there :D

--

Ladder glitches can be funny and haunting at the same time, one of my guys got killed and was left hanging on the ladder swaying ever so slowly which is pretty creepy.
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GlyphGryph

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #6453 on: September 16, 2013, 07:38:06 pm »

I really like the observatory map, but that appears to be council request exclusive.

No way. I get this map CONSTANTLY. When it's not a council mission though, you start in the opposite corner, with a three story building to your left and a truck facing the camera on the right. Often times you'll never actually get to the observatory area before clearing the map.
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nenjin

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #6454 on: September 16, 2013, 08:13:13 pm »

Another common, and rather lame, bug is guys moving and then not actually turning to shoot at their target. Pretty silly to have your soldiers pointing and firing the wrong way and the alien falls over. Minor, but something you'd have thought one of these updates would have fixed.
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Sirus

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #6455 on: September 16, 2013, 08:16:26 pm »

Another common, and rather lame, bug is guys moving and then not actually turning to shoot at their target. Pretty silly to have your soldiers pointing and firing the wrong way and the alien falls over. Minor, but something you'd have thought one of these updates would have fixed.
No, that's intentional. Your soldiers are showing off their leet skillz by ricocheting bullets to hit their targets.
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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #6456 on: September 16, 2013, 10:01:22 pm »

Another common, and rather lame, bug is guys moving and then not actually turning to shoot at their target. Pretty silly to have your soldiers pointing and firing the wrong way and the alien falls over. Minor, but something you'd have thought one of these updates would have fixed.
No, that's intentional. Your soldiers are showing off their leet skillz by ricocheting bullets to hit their targets.
Through the barrels of their own rifles? Damn, that is 1337.

Mageziya

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #6457 on: September 16, 2013, 10:08:37 pm »

It must be the earliest known iteration of psionics in humans!
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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.

Ibid Straydrink

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #6458 on: September 16, 2013, 11:59:11 pm »

Naw, they're just New Types. It's something entirely different and separate.
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Furtuka

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #6459 on: September 17, 2013, 12:09:31 am »

But that doesn't explain the bullets changing direction either...

Unless the bullets have a psycommu system installed. But that would be redundant :P
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Sharp

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #6460 on: September 17, 2013, 04:46:03 am »

I think it's more impressive when they take plasma hits to the face and a big *MISSED* comes up.
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Tarran

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #6461 on: September 17, 2013, 05:20:55 am »

It's simple, XCOM researched shield technology even before the aliens arrived. The only problem is it's faulty. Really, really faulty. So faulty it never works when it matters. They just put it on their soldiers out of tradition and an excuse to dump money into shield technology hoping they will eventually discover how to make better shields.
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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #6462 on: September 17, 2013, 06:11:22 am »

It's simple, XCOM researched shield technology even before the aliens arrived. The only problem is it's faulty. Really, really faulty. So faulty it never works when it matters. They just put it on their soldiers out of tradition and an excuse to dump money into shield technology hoping they will eventually discover how to make better shields.
So that's where all the funding has been going.
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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #6463 on: September 17, 2013, 07:35:56 am »

I think it's more impressive when they take plasma hits to the face and a big *MISSED* comes up.
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Sindain

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #6464 on: September 17, 2013, 08:29:30 am »

It's simple, XCOM researched shield technology even before the aliens arrived. The only problem is it's faulty. Really, really faulty. So faulty it never works when it matters. They just put it on their soldiers out of tradition and an excuse to dump money into shield technology hoping they will eventually discover how to make better shields.
So that's where all the funding has been going.

Why else would the single line of defense against an alien invasion be getting 50$/month funding?  :P
« Last Edit: September 17, 2013, 08:33:43 am by Sindain »
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