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Author Topic: XCOM: Enemy Unknown (New by Firaxis)  (Read 973938 times)

MetalSlimeHunt

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #8190 on: July 01, 2014, 11:02:11 am »

I'd buy XCOM EW in a heartbeat if the Long War makers weren't so stuck-up about how their mod is all hardcore and difficult and if you want to play easy mode, well tough luck because we modded it to be the same as normal. Woop woop >_> It's like they think people who can't play XCOM on higher difficulties aren't worthy of their magnus opus... grumble grumble
There are only four difficulty slots available, and they wanted to shift it towards being harder. Easy is the least-played difficulty anyway, so removing it was an obvious choice.
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Chiefwaffles

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #8191 on: July 01, 2014, 01:37:26 pm »

The long war creators also included second wave option that make the game much easier (still a biit harder than easy) if you want an easy-like long war campaign.
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Sonlirain

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #8192 on: July 01, 2014, 02:20:28 pm »

Speaking about difficulty. Apparently in Long War aliens do research themselves and gain health over the course of the game... making even sectoids viable threats over the course of the game.
I assume that by the 6'th month Vaas teleports into your base grabs Bradford by the throat and starts asking him questions about the definition of insanity.

Oh and my Scout with lightening reflexes died to a sectoid just seconds ago. Long War changes the classes and perks making LR failable as it gives "only" a 90% defense boost against reaction fire but remaining effective against more than 1 reaction shot but only with a 70% boost.
So i decided to make the sectoid officer waste his overwatch shot and... he oneshot my scout.
And mind you he had like a 1% chance to hit with it.
« Last Edit: July 01, 2014, 04:17:01 pm by Sonlirain »
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umiman

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #8193 on: July 01, 2014, 04:23:49 pm »

I know the regular sectoids start getting psychic abilities within the first few weeks. They also slowly get more and more health.

I gave up on the mod because of all the fatigue nonsense. If they had a way to remove that, I would play it more.

Sonlirain

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #8194 on: July 01, 2014, 04:38:25 pm »

Sectoids have PSI Panic and Mindflay from the get go. The mindfray is a bit watered down and does only 1 damage but retains the stat lowering powers.
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Sindain

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #8195 on: July 03, 2014, 02:27:39 pm »

One thing I don't like about Long War are the changes to terror missions. Was liking the no more guaranteed panic from abductions, but it really feels like it was just shunted over to terror missions.
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GiglameshDespair

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #8196 on: July 03, 2014, 02:38:35 pm »

It does make sense. Knowing aliens are runnin' about attacking cities would make people nervous. The more civvies killed, the higher the terror boost, so its motivation to act fast, at least.
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BFEL

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #8197 on: July 03, 2014, 03:07:01 pm »

So far I've only had one terror mission and I didn't even BOTHER trying to do it, I just let the US withdraw instead of setting myself up for failure like that.

But then, I have basically nothing done yet, so it would be a suicide mission at this point.

This has been REALLY annoying me lately, though not for Long War reasons so much as "RNG fucking my face" reasons. Every single mission has turned into "reload every turn until you find the ONE perfect way to get through this" and it just isn't all that fun right now...
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GiglameshDespair

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #8198 on: July 03, 2014, 03:11:06 pm »

Save scumming actually sucks all the fun out of it. It stops being a reliance of tactics and strategy and becomes trying all solutions until you find the one that lets you win.
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BFEL

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #8199 on: July 03, 2014, 03:15:53 pm »

Save scumming actually sucks all the fun out of it. It stops being a reliance of tactics and strategy and becomes trying all solutions until you find the one that lets you win.

EXACTLY THIS.

But its to the point where I feel I HAVE to use it. I mean in the latest mission my whole team got clusterfucked by four DRONES. CAN YOU PLEASE DIE TO SOMETHING GODDAMN DIGNIFIED AT LEAST?
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anexiledone

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #8200 on: July 03, 2014, 03:30:49 pm »

Long War is definitely frustrating with the randomness.

My first campaign, I lost horribly. As soon as thin men came around, my squads were wiped out everytime.

New campaign, no problems so far. 3 months in and haven't lost a single soldier. I haven't even changed my tactics.
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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #8201 on: July 03, 2014, 04:09:17 pm »

I actually gave every single soldier (except for medics and grenadiers) both the laser sights and scopes as well as carbines for maximum accuracy. I didn't bother with rocketeers in this after I saw how shit their aim is and when a grenadier is so much better in almost every way.

I think that long war automatically has the "if you flank something, you will crit" option on by default. Because I overcame the crappy damage of carbines with constant flanking.

The only time I had problems was with the triad mission. I don't know what the hell the modder was thinking when he makes you fight 16 thin men at once. SIXTEEN! I still won, but it was complete bullshit.

I gave up the game when my 60 men barracks was down to only 6 recruits because everyone was in the hospital for weeks. That stupid fatigue system is so shit.

Sonlirain

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #8202 on: July 03, 2014, 04:11:59 pm »

Yeah it's far more RNG dependant. Many skills and items that were 100% reliable in the unmodded game like grenades or lightening reflex.
Grenades have a damage range and depend on how far the target is from the center of the explosion.
HE grenades might NOT destroy cover.
And the mentioned lightening reflexed got "buffed" making it both far more powerful but also pretty damn random because it changed from 1 guaranteed dodge against 1 overwatch shot to 1 90% defense boost againt 1 shot and 70% against all subsequesnt shots... so if you are lucky your scout will dodge a hail of overwatch fire like a pro... if you are unlucky however 1 sectoid will get lucky and crit him  in the face... and that actually happened to me yesterday.
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GiglameshDespair

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #8203 on: July 03, 2014, 04:16:44 pm »

As far as I know, grenades aren't random but do damage depending on the distance the alien is from the grenade explosion.
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Sonlirain

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #8204 on: July 03, 2014, 04:32:58 pm »

They are partially random. The damage depends on distance but there is also a chance it will do more or less damage anyway so a grenade lading at a sectoids feet that does up to 6 damage might do 4 or 5 instead.
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