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Author Topic: XCOM: Enemy Unknown (New by Firaxis)  (Read 969400 times)

Sirus

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #750 on: February 03, 2012, 09:13:19 pm »

As someone who never bothers to use smoke grenades, I'm honestly not at all torn up about that :P
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Farce

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #751 on: February 03, 2012, 09:37:29 pm »

I use smoke nades all the time.  No LOS means they can't shoot me, right?

I also use electroflares.  Like a lot.  One for each guy, at least.  Is this weird?

Malt_Hitman

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #752 on: February 03, 2012, 09:44:57 pm »

I use smoke nades all the time.  No LOS means they can't shoot me, right?

I also use electroflares.  Like a lot.  One for each guy, at least.  Is this weird?

On the electroflares, not at all.  Those things were very useful as were incendiary rounds in an auto cannon.

For the smoke grenades, no LOS for them also means no LOS for you.  I found them less than useful in most situations.  Also, I believe there was a game feature that after turn 20 or something the aliens had magic LOS on all of your units regardless of intervening obstacles.  I think it was there to stop a lone alien unit from sitting in a corner all day because it had no objective to complete and would stay stationary until it had LOS on an enemy.  So past that magic marker and the grenades were just an annoyance to the enemy.
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lordcooper

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #753 on: February 04, 2012, 12:07:56 am »

Now they just need to implement simultaneous turns a la Frozen Synapse and this will be my ideal game.
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sluissa

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #754 on: February 04, 2012, 12:26:35 am »

Sounding less and less like I'll be interested in this game... Sorry Firaxis... I was willing to give you the benefit of the doubt on the last Civ game, but if this goes in the direction it sounds like... you'll lose me as a fan.
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Domenique

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #755 on: February 04, 2012, 02:40:51 am »

I use smoke nades all the time.  No LOS means they can't shoot me, right?

I also use electroflares.  Like a lot.  One for each guy, at least.  Is this weird?

On the electroflares, not at all.  Those things were very useful as were incendiary rounds in an auto cannon.

For the smoke grenades, no LOS for them also means no LOS for you.  I found them less than useful in most situations.  Also, I believe there was a game feature that after turn 20 or something the aliens had magic LOS on all of your units regardless of intervening obstacles.  I think it was there to stop a lone alien unit from sitting in a corner all day because it had no objective to complete and would stay stationary until it had LOS on an enemy.  So past that magic marker and the grenades were just an annoyance to the enemy.

Throw a smokey down the ramp, let the tank scout and the hidden squaddies shoot, and when it's safe, leave the smoke. My troops were never shot in smoke, considering that I am playing superhuman, I think this is sufficent.
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MrWiggles

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #756 on: February 04, 2012, 02:44:00 am »

Sounding less and less like I'll be interested in this game... Sorry Firaxis... I was willing to give you the benefit of the doubt on the last Civ game, but if this goes in the direction it sounds like... you'll lose me as a fan.
Whats your issue with their direction?
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Dohon

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #757 on: February 04, 2012, 07:06:51 am »

Sorry to barge in again, but Gameinformer has an 'antfarm' online. You can find out what all the buildings do we saw in that one screenshot. Clicky here.
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lordcooper

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #758 on: February 04, 2012, 07:21:51 am »

Sorry to barge in again, but Gameinformer has an 'antfarm' online. You can find out what all the buildings do we saw in that one screenshot. Clicky here.

You truly are the Great and Mighty Bringer of XCOM News.
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Criptfeind

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #759 on: February 04, 2012, 12:23:16 pm »

Sorry to barge in again, but Gameinformer has an 'antfarm' online. You can find out what all the buildings do we saw in that one screenshot. Clicky here.

Thanks for the awesome link.

What do you guys think about switching the hiring of scientists and engineers with building new buildings? And with the idea of countries giving you missions (perhaps if you are failing in that area?)

I'm feel sorta, meh it does not matter on the first and oh that's pretty cool to the second.

I'm also interested in the reason for the "random resource rebate"
« Last Edit: February 04, 2012, 12:24:54 pm by Criptfeind »
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Silfurdreki

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #760 on: February 04, 2012, 01:53:34 pm »

From what I understand, you still hire more scientists/engineers, but building laboratories/workshops are another way of increasing productivity beside hiring new people. E.g: "As in the original X-COM, you'll still be able to buy more scientists to increase the speed of your research ..."

It certainly seems like the base building aspect has been improved on, with proper placement of buildings giving bonuses and power requirements. I wonder if every base has to have the situation room and mission control, or if you can still build what is basically a radar outpost. Of course, the radar outposts might be redundant now that the radar from the old game is handled by satellites.

Edit: A small kind of interesting tidbit I just noticed is that they use the euro (€) sign for credits (see the science labs building screen).
« Last Edit: February 04, 2012, 01:56:33 pm by Silfurdreki »
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Domenique

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #761 on: February 04, 2012, 02:24:49 pm »

Edit: A small kind of interesting tidbit I just noticed is that they use the euro (€) sign for credits (see the science labs building screen).

I guess they know economics and understand that dollars won't be the only international currency in the world, or whatever.
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Sirus

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #762 on: February 04, 2012, 02:28:13 pm »

Edit: A small kind of interesting tidbit I just noticed is that they use the euro (€) sign for credits (see the science labs building screen).

I guess they know economics and understand that dollars won't be the only international currency in the world, or whatever.
Maybe it's a regional thing. You build a base in Europe (other than Great Britain or other countries that don't use it), you get paid in euros. You build a base in the US, dollars. Japan, yen. And so on.
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Domenique

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #763 on: February 04, 2012, 02:46:20 pm »

Edit: A small kind of interesting tidbit I just noticed is that they use the euro (€) sign for credits (see the science labs building screen).

I guess they know economics and understand that dollars won't be the only international currency in the world, or whatever.
Maybe it's a regional thing. You build a base in Europe (other than Great Britain or other countries that don't use it), you get paid in euros. You build a base in the US, dollars. Japan, yen. And so on.

"We've took out all the stuff that was not fun. Currency exchange? That's fun."
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Delta Foxtrot

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #764 on: February 04, 2012, 02:46:52 pm »

It certainly seems like the base building aspect has been improved on, with proper placement of buildings giving bonuses and power requirements. I wonder if every base has to have the situation room and mission control, or if you can still build what is basically a radar outpost. Of course, the radar outposts might be redundant now that the radar from the old game is handled by satellites.

I recall that it has been previously stated you only get one "real" base, while the rest are satellites/airports.
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