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Author Topic: XCOM: Enemy Unknown (New by Firaxis)  (Read 969995 times)

Neonivek

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #6900 on: November 28, 2013, 12:26:21 pm »

I know... the Shiv essentially has skills and equipment... it just has to buy them unlike soldiers.
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BFEL

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #6901 on: November 28, 2013, 01:14:42 pm »

Quote
Honestly I have no clue why I even use humans when SHIVs are currently this strong

Lack of skill pool? *shrugs*
Skill pool is irrelevant when your SHIV can heal 2hp/turn, has almost as much hp as a sectopod, can move giant distances, have free reaction shots, and can one shot every single threat bar the mechs with deadly accuracy.

Wait SHIVS regenerate? WHEN DID THIS HAPPEN?
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Neonivek

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #6902 on: November 28, 2013, 02:21:24 pm »

Welp, sounds like I need to actually make a SHIV

From what I'd been told, they were better than soldiers at first, then the soldiers overtook them. Apparently not.

That is how they work in the first game without expansions.

The expansion apperantly super charged them O_O from what I hear at least... I am short on cash and am keeping to only must haves.
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WillowLuman

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #6903 on: November 28, 2013, 04:09:10 pm »

I really want a Dalek reskin for them
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Dwarf Souls: Prepare to Mine
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Kydrasz

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #6904 on: November 28, 2013, 04:34:50 pm »

I really want a Dalek reskin for them
In that case I want a cybermen reskin for the MECs.
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umiman

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #6905 on: November 28, 2013, 05:04:29 pm »

Welp, sounds like I need to actually make a SHIV

From what I'd been told, they were better than soldiers at first, then the soldiers overtook them. Apparently not.
They don't just regenerate, they have ungodly evasion. Seriously. Almost nothing can hit them.

I just beat impossible ironman with only SHIVs. It was so freaking easy. I'd run into groups of like... 3 elite Mutons, Mectoids, etc.

No damage.

Even if it took damage it'd just heal everything back up after awhile. The only time I had trouble was during base defense... mostly because I had no SHIVs at all.

I should have made a video of me breezing through battleship clearing with just SHIVs. Poor aliens must have been so freaked out. The EXALT base siege was particularly hilarious. Watching little lasers breeze past my SHIVs was always good for a laugh.

umiman

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #6906 on: November 28, 2013, 05:31:51 pm »

Nah, was some random bloke I used until I got SHIVs. The guy was so slow I had to constantly wait for him to catch up.

WillowLuman

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #6907 on: November 28, 2013, 05:46:34 pm »

I really want a Dalek reskin for them
In that case I want a cybermen reskin for the MECs.
They're far too bulky, though.
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Kydrasz

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #6908 on: November 28, 2013, 05:54:19 pm »

I really want a Dalek reskin for them
In that case I want a cybermen reskin for the MECs.
They're far too bulky, though.
How about genetic mod soldiers then? We are 'upgrading' them.
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WillowLuman

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #6909 on: November 28, 2013, 06:47:39 pm »

They can be the Flesh, maybe.
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WillowLuman

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #6910 on: November 28, 2013, 06:50:08 pm »

Impossible?
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Mageziya

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #6911 on: November 28, 2013, 08:57:10 pm »

Impossible?
Normal.

If it was impossible, it'd actually be justified.
Fear the lizard men. Rockets are NEVER overkill with Thinmen.
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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.

umiman

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #6912 on: November 28, 2013, 09:01:03 pm »

If it was impossible difficulty, you wouldn't catch me dead on a council mission without rushed laser weapons or size 5 squad or a team of all heavies and assaults. 4 regular xcom soldiers cannot withstand impossible thinman hordes. You don't do enough damage in a turn to kill 2 of them.

Mageziya

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #6913 on: November 28, 2013, 09:06:35 pm »

Hell, they're terrifying on Classic. Rule of thumb is that for every Thinman alive at the end of the turn, there will be a dead or dying soldier.

Also, it took me forever to realize that they're a reference to the conspiracy theories about Lizard Men running the governement/world/ect.
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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.

Tack

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #6914 on: November 28, 2013, 09:21:21 pm »

Btw for all interested - Enemy Unknown is on a massive huge special currently ($15).

EW, however, still costs an obligatory $50...
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Yeah, he's a banned spammer. Normally we'd delete this thread too, but people were having too much fun with it by the time we got here.
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