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Author Topic: XCOM: Enemy Unknown (New by Firaxis)  (Read 970048 times)

MorleyDev

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #450 on: January 13, 2012, 02:27:03 pm »

From what I've heard they're gonna be multiple difficulties, the highest of which is called "Classic mode" and will probably be something like the original at it's most brutal in terms of "oh dear god why". Sounds to me like a good way to keep the I DEMAND A TRIAL OF FIRE AND PAIN! fans happy.
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Cthulhu

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #451 on: January 13, 2012, 06:25:42 pm »

I'm actually liking what I've seen of the interface here. However, the roof there looks like it was destroyed by the alient craft(?) landing, not by the agents.

I'm looking forward to our first screen shot of some actual destructible terrain.

The way the aliens are set up to cover the parking lot makes it seem to me like they destroyed the roof with the intent of flanking the aliens, as Dudebro Brodude is doing.

I'm replaying the old games.  Apparently I've forgotten how to play or I forgot how I used to play, because I haven't completed a single mission since restarting.  For one, nobody ever shows up.  Both times I've played (UFO and TFTD), I had the full Tier 2 weapons research complete by the time I saw my first UFO.  Also both times we did decently up until the actual breach and then got massacred.  The UFOs remind me of the original Tomb of Horrors:  It's like the person making them did so not from the perspective of a game designer, but from the perspective of the actual aliens or Acererak or whatever.  I can't decide if I like that or not.  On one hand it's nice not to be handed the victory, on the other hand this whole Darwinism thing where you have four or five elite soldiers and a mass of cannon fodder recruits who occasionally rise to the occasion and become elite soldiers (And the rest die in corridors, unremembered and unmourned) isn't exactly realistic.

You know, as fun as Darwin-style is, if the new smaller squad size meant they were undoing that, making it difficult but not such a nightmare that you need to surround yourself with human shields, I wouldn't mind it.  It's hilarious to watch them charge in and soak up reaction fire but it's not realistic.
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EuchreJack

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #452 on: January 13, 2012, 07:32:13 pm »

That final picture scares me.  The guy has 6 hitpoints, but his gun can only do 5 damage.  If the aliens have similar damage, then he can't be one-shotted.  And one of the aliens appears to be unarmed.

Mephansteras

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #453 on: January 13, 2012, 07:36:40 pm »

That final picture scares me.  The guy has 6 hitpoints, but his gun can only do 5 damage.  If the aliens have similar damage, then he can't be one-shotted.  And one of the aliens appears to be unarmed.

The assumption that the alien's weapons don't do more damage than his is probably wrong. That also assumes that critical hits (like to the head) aren't possible.
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Aqizzar

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #454 on: January 13, 2012, 07:54:00 pm »

You know, as fun as Darwin-style is, if the new smaller squad size meant they were undoing that, making it difficult but not such a nightmare that you need to surround yourself with human shields, I wouldn't mind it.  It's hilarious to watch them charge in and soak up reaction fire but it's not realistic.

More application of grenades would be good, especially some non-explosive grenades like in Apocalypse, so you can smoke/flash/gas the aliens out of a room without blowing up the reactor (going by the map designs in the original here).  Likewise, a way to open a door without having to walk a guy through it would be greatly appreciated, even if it were just easier to shoot a door open.  Those two changes, which are exactly what real world soldiers and cops do when going into a dangerous room, would be a great improvement to both realism and gameplay.
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lordcooper

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #455 on: January 13, 2012, 11:12:55 pm »

That final picture scares me.  The guy has 6 hitpoints, but his gun can only do 5 damage.  If the aliens have similar damage, then he can't be one-shotted.  And one of the aliens appears to be unarmed.

That character seems to have a pretty standard early weapon.  It's quite a big leap to assume the aliens weapons are weaker.
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Kilroy the Grand

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #456 on: January 13, 2012, 11:35:48 pm »

That final picture scares me.  The guy has 6 hitpoints, but his gun can only do 5 damage.  If the aliens have similar damage, then he can't be one-shotted.  And one of the aliens appears to be unarmed.

I seem to remember the beginning assault rifle couldn't kill shit, infact all the defualt weapons sucked.
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zchris13

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #457 on: January 14, 2012, 12:32:17 am »

The default assault rifle could do some damage, but would usually take a couple shots do kill something if you were playing anything other than beginner.
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sluissa

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #458 on: January 14, 2012, 12:46:34 am »

The default rifle was a pretty good weapon, it was just replaced quickly. It still had its uses though, even after the laser rifle came in. For one, it has some of the highest accuracy ratings in the game outside of the rocket launcher or the massively OP Heavy Plasma.
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Fikes

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #459 on: January 14, 2012, 12:47:28 am »

You know, as fun as Darwin-style is, if the new smaller squad size meant they were undoing that, making it difficult but not such a nightmare that you need to surround yourself with human shields, I wouldn't mind it.  It's hilarious to watch them charge in and soak up reaction fire but it's not realistic.

More application of grenades would be good, especially some non-explosive grenades like in Apocalypse, so you can smoke/flash/gas the aliens out of a room without blowing up the reactor (going by the map designs in the original here).  Likewise, a way to open a door without having to walk a guy through it would be greatly appreciated, even if it were just easier to shoot a door open.  Those two changes, which are exactly what real world soldiers and cops do when going into a dangerous room, would be a great improvement to both realism and gameplay.

Ooo Ooo Ooo Ooo Ooo! I can help! In TFTD if you place a unit directly in front of a door, then right click (look) on the opposite side of the door twice, it will open the door without walking through! Hurray!

That final picture scares me.  The guy has 6 hitpoints, but his gun can only do 5 damage.  If the aliens have similar damage, then he can't be one-shotted.  And one of the aliens appears to be unarmed.

The assumption that the alien's weapons don't do more damage than his is probably wrong. That also assumes that critical hits (like to the head) aren't possible.

I actually see the assualt rifle base damage doing 80%+ of a units health in one shot as more like X-Com 1 than most other games. That is the basic, shit rifle. Even in the first X-Com a paniced rookie could unload on another soon-to-panic rookie with the rifle and not kill them.

I'm actually liking what I've seen of the interface here. However, the roof there looks like it was destroyed by the alient craft(?) landing, not by the agents.

I'm looking forward to our first screen shot of some actual destructible terrain.
On one hand it's nice not to be handed the victory, on the other hand this whole Darwinism thing where you have four or five elite soldiers and a mass of cannon fodder recruits who occasionally rise to the occasion and become elite soldiers (And the rest die in corridors, unremembered and unmourned) isn't exactly realistic.

You know, as fun as Darwin-style is, if the new smaller squad size meant they were undoing that, making it difficult but not such a nightmare that you need to surround yourself with human shields, I wouldn't mind it.  It's hilarious to watch them charge in and soak up reaction fire but it's not realistic.

I do not like the one shot kill system. It is one of the biggeset reasons I like Apocalypse more than UFO Defense/Enemy Unknown.

In Apoc you have a chance to get attached to your soldiers and a chance to get them out if shit goes bad. In X-Com a soldier becoming an elite really had a lot to do with luck. Sure, it is not realistic that a unit could be shot full of holes and be back up to 100% strenght after 2 days but that doesn't bother me.

I would prefer this X-Com go with the smaller sqauds/full hospital Apoc style than the big squads/full morgue style of X-Com 1.

Also shameless plug for my LP that will be finishing up tomorrow.

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« Last Edit: January 14, 2012, 01:55:36 am by Vherid »
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Domenique

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #461 on: January 14, 2012, 04:34:01 am »

I'm actually liking what I've seen of the interface here. However, the roof there looks like it was destroyed by the alient craft(?) landing, not by the agents.

I'm looking forward to our first screen shot of some actual destructible terrain.
I'm replaying the old games.  Apparently I've forgotten how to play or I forgot how I used to play, because I haven't completed a single mission since restarting.  For one, nobody ever shows up.  Both times I've played (UFO and TFTD), I had the full Tier 2 weapons research complete by the time I saw my first UFO.[...]

You know, as fun as Darwin-style is, if the new smaller squad size meant they were undoing that, making it difficult but not such a nightmare that you need to surround yourself with human shields, I wouldn't mind it.  It's hilarious to watch them charge in and soak up reaction fire but it's not realistic.

You're probably playing something other than superhuman. You should try it, it's fun when you know the tactics (mostly smoke 'nades and that Storage is the best module for defence). You probably will get attacked the first month though.

I thinkg that Darwin-style is quite realistic, since it's clear that losses will be many when you are fighting against a superior opponent. Also, you can avoid Darwin-style massacres either by handpicking your squad and sacking the rest, or using careful tactics. The second comes with long time of playing naturally, I don't think a lot when throwing a smokey down the ramp or placing my soldiers so that they wouldn't get shot, you just start doing that automatically once you get a hand of it.

And who is that jolly green uhh alien? Looks like a chrysalid to me.
« Last Edit: January 14, 2012, 04:42:24 am by Domenique »
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Virtz

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #462 on: January 14, 2012, 07:17:40 am »

I do not like the one shot kill system. It is one of the biggeset reasons I like Apocalypse more than UFO Defense/Enemy Unknown.

In Apoc you have a chance to get attached to your soldiers and a chance to get them out if shit goes bad. In X-Com a soldier becoming an elite really had a lot to do with luck. Sure, it is not realistic that a unit could be shot full of holes and be back up to 100% strenght after 2 days but that doesn't bother me.

I would prefer this X-Com go with the smaller sqauds/full hospital Apoc style than the big squads/full morgue style of X-Com 1.

Also shameless plug for my LP that will be finishing up tomorrow.
I felt the opposite. Apocalypse got really repetetive and boring, and there was no feeling of the aliens being a real threat (let alone a "superior" force) in ground combat. When your efforts end up with like 1 guy getting killed for every 300 aliens killed, they start to look like total pansies. Their looks didn't help either.

I mean, their UFOs were clearly made of superior stuff (and I liked the weird looking designs), since you basically sent out swarms for each, but all they could do in terms of ground combat was pump in more aliens. Which were kinda stupid and could be relatively easily overcome in RTwP mode. It felt like fighting an infestation more than fighting aliens. All the superior numbers meant for you was more tedium in looking for them in the freaking gigantic maps of Apocalypse.

Which is a shame, cause I liked the city-scape and how it got damaged in places (even if it didn't reflect in ground combat).

And who is that jolly green uhh alien? Looks like a chrysalid to me.
The green guy wearing Gears of War armour is a muton. Which I guess kinda makes sense, since that'd explain their superior durability. The spandex suit didn't look like it could provide that.
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Domenique

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #463 on: January 14, 2012, 07:56:47 am »

And who is that jolly green uhh alien? Looks like a chrysalid to me.
The green guy wearing Gears of War armour is a muton. Which I guess kinda makes sense, since that'd explain their superior durability. The spandex suit didn't look like it could provide that.

I would rather a suit of latex then a suit that emits light :D. I hope they fare well in night missions looking like street lamps.
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GlyphGryph

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #464 on: January 14, 2012, 08:54:41 am »

Ah, but Mutons wan't you to be able to see them! How else would you know to be intimidated by them?
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