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Author Topic: XCOM: Enemy Unknown (New by Firaxis)  (Read 969552 times)

Darkmere

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #675 on: January 25, 2012, 02:54:45 pm »

That situation is why I'm not too broken-hearted about TU's being gone. Door dancing and the run-gun-hide conga line tactic detract from the feel of the game. I understand using the combat system to your advantage, but tactics like that just feel "gamey" and break immersion for me. Move/shoot feels more natural in concept, especially if it leads to shorter, more immediate turns that force you to think ahead. I also think the class-like specialization will be more fun to play than the old setup of "grunt, grunt, grunt, sniper, grunt, psionic." I'll be much more inclined to watch out for a scout-type that can move twice a turn because I need him/her, rather than a nameless guy with heavy plasma, like the other 5 nameless heavy plasma fodder.
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Sowelu

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #676 on: January 25, 2012, 03:45:04 pm »

It also might be nice to see special medic skills as a specialization, instead of "everyone strong enough to stuff a medkit on their belt is the same".
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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #677 on: January 25, 2012, 04:06:55 pm »

A tactical disadvantage? I had 6 guys aiming their guns at the door. You'd think someone would have shot him when he stepped out, and if not the first time, one of the next several times. :P

Hell, the first few times, he didn't even hit anyone (and my one guy who fired back didn't hit him either). Yet mine all had ~60 reactions and firing.

Sorry, I must admit I must've misread what you wrote through all the hurry. Anyway, the thing is that this game is random and punishing and challenging and that's what comes to it. It's still kinda your fault, you should've thrown proximity grenades at the entry of the UFO the instant you've discovered, also, were you playing superhuman? If that's the case, you should've known better, if it was begginer, well, it's just a freak luck of the sectoid, but the designers didn't really meant for this to happen. It's not like they made it to be annoyingly hard. That's not the best argument since things like these happen rarely.
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LoSboccacc

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #678 on: January 25, 2012, 04:43:21 pm »

That situation is why I'm not too broken-hearted about TU's being gone. Door dancing and the run-gun-hide conga line tactic detract from the feel of the game. I understand using the combat system to your advantage, but tactics like that just feel "gamey" and break immersion for me. Move/shoot feels more natural in concept, especially if it leads to shorter, more immediate turns that force you to think ahead. I also think the class-like specialization will be more fun to play than the old setup of "grunt, grunt, grunt, sniper, grunt, psionic." I'll be much more inclined to watch out for a scout-type that can move twice a turn because I need him/her, rather than a nameless guy with heavy plasma, like the other 5 nameless heavy plasma fodder.


If you have one/two moves a time, maps will need to be small or it will take hundred boring turns to sweep and clean a place
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Werdna

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #679 on: January 25, 2012, 05:22:02 pm »

If you have one/two moves a time, maps will need to be small or it will take hundred boring turns to sweep and clean a place

This a good example of where I hope the new game can improve - while I wouldn't mind a few hide'n'seek, sweep'n'exterminate style missions, they get really old.  I'd love to see (at least some of) the aliens coordinate more or less like squads too, rather than be placed randomly on a map and move about randomly from there.  It would be a great transition if the game started off with 4 X-Coms doing the classic nail-biting sweep'n'destroy missions, and then graduating over time to larger squad assault missions where entire buildings and spaceships are being demolished WWII style to root out nests of aliens all fighting together.  'Terror' aliens might remain the one type that wanders about the map, killing civilians and requiring a hunt, but the others should generally be working together.  By banding most of the aliens together, you eliminate a lot of the irritating hide'n'seek factor from the original while providing hopefully some really tough and fun firefights.
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sluissa

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #680 on: January 25, 2012, 05:58:43 pm »

I would have liked a way to streamline things a bit. Perhaps being able to set groups of soldiers up into formations so I didn't have to move each and every one individually when there was no danger, but I never really found the last alien hunt all that tedious.

I think Apocalypse even had formations, but I don't know if that was in turn based as well, or just real time.
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MaximumZero

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #681 on: January 25, 2012, 06:14:10 pm »

I know that this is a silly thing to be hopeful for in this day and age, but saved loadouts. I don't want to have to take the pistol off my heavy and shove a heavy cannon into his hands every freakin' mission.
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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #682 on: January 25, 2012, 06:21:57 pm »

I know that this is a silly thing to be hopeful for in this day and age, but saved loadouts. I don't want to have to take the pistol off my heavy and shove a heavy cannon into his hands every freakin' mission.

It doesn't look like you'll be dealing with equipment that way. Your soldiers will each have an individual load-out when you customize them from the looks of it, so it shouldn't be an eqiup-before-each-mission sort of deal.
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Shadowlord

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #683 on: January 25, 2012, 07:02:15 pm »


Sorry, I must admit I must've misread what you wrote through all the hurry. Anyway, the thing is that this game is random and punishing and challenging and that's what comes to it. It's still kinda your fault, you should've thrown proximity grenades at the entry of the UFO the instant you've discovered, also, were you playing superhuman? If that's the case, you should've known better, if it was begginer, well, it's just a freak luck of the sectoid, but the designers didn't really meant for this to happen. It's not like they made it to be annoyingly hard. That's not the best argument since things like these happen rarely.

I did throw prox grenades (only two, and not at the same time), and both detonated when he stepped outside, they just had no visible effect on him. I thought that was a bit odd.

It wasn't beginning or superhuman, it was the difficulty right in the middle since I just wanted to see how survivable doing an initial mission with a small number of guys would be (and then it ended up being night, but I brought plenty of flares so that wasn't a problem). Of course, I did have a problem with everyone being overweight or near weight capacity, and I'm not sure if that slowed their reactions at all. Most of the others I shot myself rather than reaction fire taking care of them.

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Sirus

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #684 on: January 25, 2012, 08:09:15 pm »

Any word on if there will be terror missions in this game? I'm curious as to what the slim men's terror unit will be.
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Domenique

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #685 on: January 25, 2012, 09:44:49 pm »

I did throw prox grenades (only two, and not at the same time), and both detonated when he stepped outside, they just had no visible effect on him. I thought that was a bit odd.

It wasn't beginning or superhuman, it was the difficulty right in the middle since I just wanted to see how survivable doing an initial mission with a small number of guys would be (and then it ended up being night, but I brought plenty of flares so that wasn't a problem). Of course, I did have a problem with everyone being overweight or near weight capacity, and I'm not sure if that slowed their reactions at all. Most of the others I shot myself rather than reaction fire taking care of them.

The game still punishes you even for being tactical. Scumbag X-COM. Anyway, when you come think of it, it really makes sense that sometimes there is nothing you can do to evade a disaster in the next turn, though I understand why people wouldn't like it.
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Malt_Hitman

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #686 on: January 25, 2012, 09:54:27 pm »

Here’s hoping that this will be a good remake of X-COM.  I didn’t care for the UFO: After* series at all.

The interview on gameinformer seems promising and I hope that carries through to the gameplay.
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Dohon

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #687 on: January 26, 2012, 01:15:51 pm »

Gameinformer put up a new article. They walk us through an encounter in the new XCOM. Part 1 here. Part 2 not there yet.
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GlyphGryph

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #688 on: January 26, 2012, 02:49:38 pm »

I love it.
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ssfsx17

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #689 on: January 26, 2012, 02:59:34 pm »

Sweet, the destructible terrain looks a lot like the original - individual floor and wall panels being blown away. Wonder if you can collapse buildings...
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