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Author Topic: XCOM: Enemy Unknown (New by Firaxis)  (Read 969518 times)

Mageziya

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #7125 on: January 04, 2014, 08:15:41 pm »

One thing odd about base defense is how you don't have to pay for ANY of the damage.

The place is in utter ruins at the end of it (Cutscene wise.), so this makes no sense.
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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #7126 on: January 04, 2014, 09:15:16 pm »

I'm sure XCOM's engineers just slapped some duct tape on the busted parts and everyone went back to work.
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Lightningfalcon

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #7127 on: January 04, 2014, 09:16:36 pm »

One thing odd about base defense is how you don't have to pay for ANY of the damage.

The place is in utter ruins at the end of it (Cutscene wise.), so this makes no sense.
Cutscene wise?  I was using blaster launchers, alien grenades, regular grenades, EVERYTHING slightly explosive.   I'm surprised that there was a base afterwards. 
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Tarran

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #7128 on: January 04, 2014, 09:26:29 pm »

I'm sure XCOM's engineers just slapped some duct tape on the busted parts and everyone went back to work.
Or maybe XCOM made dozens of backup systems in completely unrelated sections of the base. Or maybe they made a completely identical base less than a mile away just in case. Or maybe XCOM just took the damage out of the mind controled worker's paychecks.
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stabbymcstabstab

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #7129 on: January 04, 2014, 10:12:30 pm »

Well wasn't the whole battle in one section of the base? so maybe they had another section of the base to use while engineering fixed that part.
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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #7131 on: January 04, 2014, 10:40:28 pm »

I'm guessing that compared to the alien-tech stuff you normally expand your base with, nevermind the equipment you build, something as old-tech as a few (dozen) computer terminals and some construction equipment barely makes a dent in the overall budget. After all, you never pay for ammo reloads, armor repair, SHIV repair, and so on. Bradford handles all the tiny matters like that, no doubt keeping a little bit of reserve funds for such occasions, so that you as the commander don't have to worry about it.
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rabidgam3r

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #7132 on: January 04, 2014, 11:22:00 pm »

Allow me to interject by saying that Bradford is a name one would bestow upon a very silly cat.
Good day.
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Yolan

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #7133 on: January 05, 2014, 07:12:44 am »


Quote
What exactly are your laptop's specs?

Intel Core i5 M 480 (dual 2.67Ghz processors), 4GB of ram

Windows 7 (64 bit)
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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #7134 on: January 05, 2014, 07:16:20 am »


Quote
What exactly are your laptop's specs?

Intel Core i5 M 480 (dual 2.67Ghz processors), 4GB of ram

Windows 7 (64 bit)
Those are all sufficient. What's the GPU?
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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #7135 on: January 05, 2014, 01:17:42 pm »

I'm guessing that compared to the alien-tech stuff you normally expand your base with, nevermind the equipment you build, something as old-tech as a few (dozen) computer terminals and some construction equipment barely makes a dent in the overall budget. After all, you never pay for ammo reloads, armor repair, SHIV repair, and so on. Bradford handles all the tiny matters like that, no doubt keeping a little bit of reserve funds for such occasions, so that you as the commander don't have to worry about it.
Bradford does say that he is there so that you can concentrate on the bigger picture.
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SOLDIER First

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #7136 on: January 05, 2014, 01:21:00 pm »

Pfft, don't know why I didn't post here before.

The first game I did, I lost a soldier (quite literally) at least once a mission.

The second game I did, I never lost a single soldier until my second(?) crashed transport ship raid. Goodbye, laser-cannon Heavy and laser-rifle Sniper.

Damn those Chryssalids.
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Mr Space Cat

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #7137 on: January 05, 2014, 01:45:03 pm »

Breaking news, sectopods are absolutely terrifying.

I was assaulting the overseer ship where you encounter the first ethereal. I triggered an elite muton pack of two and a sectopod with two drones. While attempting to move my assault mec in to stun it with its electropulse and punch it until it died, I trigger another sectopod, only a short distance away. Also, all this was taking place literally around a meld canister.

 Long story short, it was a pretty close fight. My two mecs were pretty beat up and only had 3 and 1 health, respectively. They were a huge help with the proximity mines and stunning field. Of course, I had lost my colonel support early in the fight to a stupid err in judgement while trying to keep an elite alive to stun it. So, I lost all sources of healing my mecs. I had yet to research advanced arc throwers for healing mechanical units. My two tanks of the team were barely limping by, and there was still two elites and an ethereal to find. Fun.

Said pack was in the middle of the ufo. I killed the elites with a proximity mine + alien grenade explosion and my two assaults finished them off with plasma. The ethereal mind controls one of assaults. I attempt to move my mecs past to punch the ethereal, and close combat specialist triggers. My assault critically wounds both mecs.

It came down to my other assault rapid firing at the ethereal from point blank while my heavy took potshots at it. I lucked out and killed the ethereal before my mecs bled out.
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EnigmaticHat

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #7138 on: January 06, 2014, 12:54:46 am »

I gave someone terrible advice during a stream because I thought that Sectopods could overwatch forever.  Apparently this isn't the case, its just a known glitch with disabling shot, and/or me seeing them overwatch twice and extrapolating that they could do it forever.

Anyway, now that I know that they're a million times less terrifying.  Fun fact, I once had an assault with lightning reflexes get hit by a Sectopod overwatch because he got shot twice in the same dash.
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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #7139 on: January 06, 2014, 01:04:44 am »

I gave someone terrible advice during a stream because I thought that Sectopods could overwatch forever.  Apparently this isn't the case, its just a known glitch with disabling shot, and/or me seeing them overwatch twice and extrapolating that they could do it forever.

Anyway, now that I know that they're a million times less terrifying.  Fun fact, I once had an assault with lightning reflexes get hit by a Sectopod overwatch because he got shot twice in the same dash.

The new Sectopods are why I now use smoke grenades and suppression. Gawd they are tough, weren't they supposed to weak to lasers but not anymore?
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