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Author Topic: XCOM: Enemy Unknown (New by Firaxis)  (Read 969956 times)

umiman

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #6945 on: December 01, 2013, 04:55:35 pm »

Ya, flamethrower is okay. I mostly used it at the end just to secure stun targets though. I really don't like that it can't shoot through cover and it can't hit things above or below.

I love the minelayer. You can combine it with the grenade launcher or any other explosive to do craptonnes of damage. Not to mention it completely counters Chrysalids.

Sean Mirrsen

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #6946 on: December 01, 2013, 05:06:07 pm »

I have a question.
Do SHIVs give squadsight snipers sight?
Hm. Well, supposedly, they should.. they do count as squad members. But I haven't got a chance to test that out yet.
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Multiworld Madness Archive:
Game One, Discontinued at World 3.
Game Two, Discontinued at World 1.

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Remalle

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #6947 on: December 01, 2013, 05:28:11 pm »

I'm pretty sure SHIVs do indeed give sight.
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umiman

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #6948 on: December 01, 2013, 05:29:51 pm »

Yes they do. All sight works, even the scanner thing.

Xantalos

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #6949 on: December 01, 2013, 05:36:17 pm »

Well I now know how to curbstomp the final ship.
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Sindain

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #6950 on: December 02, 2013, 08:06:37 pm »

I have a glitch in my current game where the Jellied elerium and Kinetic punch foundry upgrades are carrying over between games... and stacking. I have 19 damage flamethrowers and 27 damage rocket punches...
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Mageziya

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #6951 on: December 02, 2013, 08:17:17 pm »

Oh.

There is only one thing you must do now. Break the game. Make a punch so mighty it downs the mighty Sectopod in one hit.
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Xantalos

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #6952 on: December 02, 2013, 08:20:55 pm »

Oh my.
...
Quick, see how far it goes. Try to get past 100.
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Furtuka

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #6953 on: December 02, 2013, 08:21:25 pm »

Become Muscle Servo Wizard
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BFEL

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #6954 on: December 02, 2013, 09:30:28 pm »

I have a glitch in my current game where the Jellied elerium and Kinetic punch foundry upgrades are carrying over between games... and stacking. I have 19 damage flamethrowers and 27 damage rocket punches...
Ah, that is epic.
Now you just need to take one flamethrower MEC on every Terror Mission and suddenly Chrysallids will finally know what fear is.
No wait nevermind that.
Take ALL the flamethrower MEC's. 6 man team of 'em.
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Mr Space Cat

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #6955 on: December 02, 2013, 09:37:09 pm »

I have a glitch in my current game where the Jellied elerium and Kinetic punch foundry upgrades are carrying over between games... and stacking. I have 19 damage flamethrowers and 27 damage rocket punches...

Your fist will be the fist to punch out the heavens! Suck it, aliens!

----

So I had my first terror mission on Classic Ironman that was nothing but chrysalids. It was the second terror mission. This is still EU, so zombies still chestburst into more chrysalids who can breed more zombies to make more chrysalids and you get the idea.

It was pretty intense. Killed 20 aliens in all, all of whom were zombies or chrysalids. Saved 9 civilians. Only reason I saved 9 and not 3 was because I apparently managed to kill all the chrysalids before they consumed everyone.
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Knirisk

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #6956 on: December 02, 2013, 11:29:25 pm »

I have a glitch in my current game where the Jellied elerium and Kinetic punch foundry upgrades are carrying over between games... and stacking. I have 19 damage flamethrowers and 27 damage rocket punches...

Your fist will be the fist to punch out the heavens! Suck it, aliens!

----

So I had my first terror mission on Classic Ironman that was nothing but chrysalids. It was the second terror mission. This is still EU, so zombies still chestburst into more chrysalids who can breed more zombies to make more chrysalids and you get the idea.

It was pretty intense. Killed 20 aliens in all, all of whom were zombies or chrysalids. Saved 9 civilians. Only reason I saved 9 and not 3 was because I apparently managed to kill all the chrysalids before they consumed everyone.

I'm only playing on Normal. Without Ironman. I'm still kinda scared of Chrysalids, even with my MEC troopers. I'm actually glad I picked up Enemy Within. It totally feels worth it. I might do Classic someday, when the pain of losing Majors and Colonels to stupid decisions has been numbed sufficiently.

Speaking of Chrysalids...

EDIT: It just occurred to me, but if we have Damage Roulette, why not make damage based on your Aim chances?
« Last Edit: December 03, 2013, 08:49:55 am by Knirisk »
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Sindain

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #6957 on: December 03, 2013, 04:43:14 pm »

So I had my first terror mission on Classic Ironman that was nothing but chrysalids. It was the second terror mission. This is still EU, so zombies still chestburst into more chrysalids who can breed more zombies to make more chrysalids and you get the idea.

It was pretty intense. Killed 20 aliens in all, all of whom were zombies or chrysalids. Saved 9 civilians. Only reason I saved 9 and not 3 was because I apparently managed to kill all the chrysalids before they consumed everyone.

I had a pretty similar experience on one of my I/I games in EU, I wanna say my fourth one. My first terror site in that game wasn't entirely chrysalids, they also had a few squads of floaters. It was on that one cafe map, and during the start of the mission my squad got bogged down by the floaters, who took the high ground. The floaters killed a few people but we managed to take em out, but all the chrysalids had been doing during this was killing civilians. I was too scared to enter the cafe because I figured the chrysalids and zombies would just eat all mah brains in the close quarters, so we waited it out by the truck at the entrance. Musta killed about 3 chrysalid sqauds, and about 10 or so zombies and a few extra chrysalids. Only one civilian survived.

Waaaay later into that game one I had another terror site on the same map, nothing but sectopods. Was something like 7 sectopods, and I managed to set every single one off at spawn.

It was a bad day.

Managed to pull through, since I had almost max tech and quite a few of the sectopods just ran away after activating (though hunting them down was a pain, the whole "sectopods can shoot at people they don't see" really ruined my day.) Lost a few of my relatively unimportant people,  but my col. sniper suffered a critical wound when they comboed a rocket barrage and car explosion to one shot him from full.
« Last Edit: December 03, 2013, 06:01:27 pm by Sindain »
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Gamerboy4life

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #6958 on: December 03, 2013, 05:04:30 pm »

Is there any way to roll back your XCOM version on steam? There was a rather fun mod I've been using, but when I updated after buying some DLC, the mod's broken, and likely will not update for a considerable amount of time, if at all.
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bluejello

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #6959 on: December 04, 2013, 11:32:20 am »

can't you choose if you want to play the expansion when you launch the game?  I can...
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