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Author Topic: XCOM: Enemy Unknown (New by Firaxis)  (Read 969882 times)

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #9060 on: June 24, 2015, 10:11:06 pm »

So, um.
Quick thing.
I'm aware how C'sC works, and it's enabled, but I'm actually unable to switch between class selects (the soldier switch buttons I'm supposed to sue aren't there). What do.
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Urist Imiknorris

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #9061 on: June 24, 2015, 10:33:19 pm »

It doesn't show up in post-mission soldier viewing. Try again from the barracks.
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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #9062 on: June 25, 2015, 03:26:04 pm »

Holy cow, EXALT does not let up.
19 men. 19 men on one mission. The average abduction nowadays is a maximum of eight, and I'm facing Mutons now.
After two or three restarts, I just barely kept everyone alive. I mean, the Covert Op took a hit early on and was completely neutered the entire mission because of Red Fog (although her Close Combat Specialist did help at one point), the female Watanabe sibling (Rocketeer, as an inverse to her brother's Scout status) took a hit as well and I had to keep her away most of the time, and even the Shiv almost ate it.
It was pretty hard, but not as hard as it would have been if EXALT didn't like to airdrop its men two feet away from three squad members on Overwatch and have other men hop off an elevated platform... right into three capable rookies. Three EXALT died the latter way, a single one the former.
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Urist Imiknorris

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #9063 on: June 25, 2015, 04:06:59 pm »

To quote beagle: "Was this a data recovery or a freakin' landed troop ship? My God."
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I don't know how it works. It does.
Quote from: Jim Groovester
YOU CANT NOT HAVE SUSPECTS IN A GAME OF MAFIA

ITS THE WHOLE POINT OF THE GAME
Quote from: Cheeetar
If Tiruin redirected the lynch, then this means that, and... the Illuminati! Of course!

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #9064 on: June 25, 2015, 04:46:36 pm »

Red Fog's also nasty to play with. It's one of those options that falls firmly on the side of "will fuck you over", especially once you're at the point where taking hits is just the cost of clearing missions.
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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #9065 on: June 25, 2015, 05:08:13 pm »

I only took it because it affects the aliens as well.
On a much more positive note, I cleared a bomb disposal mission with five rooks and a SHIV. Now I have two of every class, plus an extra scout. Go tactics! (I mean this literally. I flank-killed three Thin Men that mission, all of which could have avoided death if they hadn't positioned themselves three tiles away from units with two moves remaining. :P)
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BFEL

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #9066 on: June 25, 2015, 08:23:41 pm »

Yeah, I am so massively angry at EXALT that I'm probably going to edit the bastards to all have 1 health, 1 aim, -100 defense and 1 will for sheer spite of their ridiculous numbers.

Wonder if you can edit them to have the "Acid" status permanently....
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umiman

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #9067 on: June 25, 2015, 09:28:40 pm »

Wonder if you can edit them to have the "Acid" status permanently....
That's pretty evil, man.

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #9068 on: June 25, 2015, 09:36:49 pm »

Seriously, game? A Low Activity abduction mission with three Cyberdisks, each with two goddamn drones, four Thin Mints and a Seeker? Really?
After two resets that went equally South I just restarted and insta-aborted. Absolutely not happening. I mean, I don't even have Presicion Lasers yet! Gimme a break!
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BFEL

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #9069 on: June 26, 2015, 06:15:09 am »

Wonder if you can edit them to have the "Acid" status permanently....
That's pretty evil, man.
Xeno loving traitors get what they deserve.
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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #9070 on: June 26, 2015, 09:03:24 am »

I got so angry over getting an EXALT mission where I spawned in sight of them and always had the 10+ initial operatives on me on the second turn that I gave normal EXALTs four health each and -10 aim. Elites have 6 health and also -10 aim. That's what you get for wearing suits to battle, idiots.
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scrdest

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #9071 on: June 26, 2015, 10:09:14 am »

Wonder if you can edit them to have the "Acid" status permanently....
That's pretty evil, man.
Xeno loving traitors get what they deserve.
Eh. Leave all their stats normal except for Aim, set Aim to like -10000. Enjoy EXALT: the 'I'm a marketing-exec-turned-terrorist, not a soldier dammit!' edition.
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Urist Imiknorris

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #9072 on: June 26, 2015, 11:40:34 am »

Enjoy grenades forever.
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Quote from: LordSlowpoke
I don't know how it works. It does.
Quote from: Jim Groovester
YOU CANT NOT HAVE SUSPECTS IN A GAME OF MAFIA

ITS THE WHOLE POINT OF THE GAME
Quote from: Cheeetar
If Tiruin redirected the lynch, then this means that, and... the Illuminati! Of course!

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #9073 on: June 26, 2015, 01:40:59 pm »

I actually aced a mission against 22 of them. No single operative in sight lasted more then two turns, I think. Nobody took a hit on my side, either, because they either died before shooting or had their weapons jammed.
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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #9074 on: June 27, 2015, 04:42:06 pm »

I went so far overboard. Seriously.

All suitboys have 1 health, pathetic aim, 1 will, NEGATIVE 100 DEFENSE, and a sight range of 1.

No scamper for you bitches, have fun with your grenade bait formation there.

Killed about 6 of them with one nade.

God that was therapeutic.
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