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Author Topic: XCOM: Enemy Unknown (New by Firaxis)  (Read 969992 times)

Vibhor

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #465 on: January 14, 2012, 08:57:45 am »

Are there any details about the third person view?
Is it like the fallout 3 VATS? The game looks sexy so far.
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Domenique

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #466 on: January 14, 2012, 08:58:38 am »

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

Honestly he looks a lot more like a megaman rather than something that would intimidate me in a video game.
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GlyphGryph

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #467 on: January 14, 2012, 09:02:34 am »

That one at least I won't disagree with.

And Vibhor, from everything we're seeing, it's looking like the third person view will be ala Valkyrie Chronicles. Since it's turn based, it won't be much like VATS I imagine.
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Mephansteras

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #468 on: January 14, 2012, 11:12:36 am »

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

Honestly he looks a lot more like a megaman rather than something that would intimidate me in a video game.

Well, it's not like the original mutons were scary looking either. They were only intimidating because you knew they could take a volley of heavy plasma to the face without flinching.
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Silent_Thunder

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #469 on: January 14, 2012, 11:15:05 am »

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

Honestly he looks a lot more like a megaman rather than something that would intimidate me in a video game.

Well, it's not like the original mutons were scary looking either. They were only intimidating because you knew they could take a volley of heavy plasma to the face without flinching.

Hell if it wasn't for the fact they took terrifying amount of damage, they'd be damn near laughable.

Domenique

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #470 on: January 14, 2012, 12:03:38 pm »

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

Honestly he looks a lot more like a megaman rather than something that would intimidate me in a video game.

Well, it's not like the original mutons were scary looking either. They were only intimidating because you knew they could take a volley of heavy plasma to the face without flinching.

Hell if it wasn't for the fact they took terrifying amount of damage, they'd be damn near laughable.

Yes, they did look like a sort of villians from a comic book, now atleast they really resemble aliens. Who don't know a damn about tacticts though.
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GlyphGryph

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #471 on: January 14, 2012, 01:38:05 pm »

It's also good to see that nice terrain destruction in the Muton picture.
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Pnx

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #472 on: January 14, 2012, 01:47:52 pm »

It's also good to see that nice terrain destruction in the Muton picture.
It looks like that was built into the map though, I'm worried there isn't going to be much terrain destruction going on.
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Vherid

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #473 on: January 14, 2012, 02:01:23 pm »

Currently reading the GI article

warhammer651

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #474 on: January 14, 2012, 02:07:54 pm »

Currently reading the GI article
same here.

Looks like we'll have a bit more interaction with the funding nations, GI cites a moment where Japan offers to send you some engineers in exchange for laser rifles, and it also looks like it'll be easier to keep track of what nations are on the verge of joining the aliens
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Vherid

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #475 on: January 14, 2012, 02:40:43 pm »

Things I am picking up that have been mentioned or not are,

-There is cover, and it is destructable.
-There seems to be a new facility that is some type of officer training school, which gives officers global bonuses for their troops.
-The SHIV(tank thing) seems to be pretty customizable
-Character customization is high, first and last name, nickname, country, race, voice(showing at least 10 options), head, skin color, hair(at least 10), hair color(at least 9)
-Sectoids mind link each other and boost stats(or something)
-Yes that gears of war thing with a terrifying face is a muton. I think they look a lot scarier then the original, and I think that's a good thing.
-Cyberdiscs do the transformers thing, disc to tank, spider to attack but vulnerble, However it seems they have some new weapon dubbed the death blossom which seems to be a large area attack "known to wipe out entire squads"
-One XCOM operative died and it said "because he bit it so hard his equipment is unsalvageable." which is interesting.
-Panicking doesn't seem to be "lethal" based on what they are saying, in terms of berserking and killing friendlies. It says "Panic isn't intended to be an insurmountable punishment for the player, though. We've tried to make it the sort of thing that wont catastrophically end combat for you but it is the sort of thing that you have to manage."
-The sniper decided to not use an action so that he could fire instantly when something enters his line of sight, thus reaction fire.
-AI seems to be pretty damn interesting.
-"Everything that firaxis has shown so far indicates that any "dumbing down" is limited solely to removing over-designed rules. For example, the original's time units have been removed for a simple move + action or double move turn for each unit. The idea is to let the players still make the same decisions move here shoot that, without having to precisely calculate steps taken and type of shots fired in order to optimize that final five percent of combat efficiency.
-"Finally if you're an XCOM devotee from the old days, take comfort in the fact that the hardest difficulty is simply called Classic mode.
-Basebuilding is definitely there, I don't know why some of you guys were thinking bases are static just because of the side view. The hangar and situation room are pre-built, expansions have to be excavated deeper underground.
-Says that the environments are desctructable.
-Ammo isn't a consumable, but they do need to reload which takes a whole turn.
-"Special items like the battle scanner, a line of sight extending grenade, opens up new abilities, etc etc."
-Weapons are determined by class, but items and armor aren't.
-You launch satellites to pay attention to more parts of the world.
-The thin man is similar to the slender man myths, sent as facsimilies to spy on earth. very acrobatic, big movement range. Basketball+++ jumps. Unhinges it's jaw and sprays corrosive fluids in combat. Explode in a shower of acid upon death.
-Possible ironman mode, no ability to reload from saves.

Domenique

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #476 on: January 14, 2012, 03:04:27 pm »

Things I am picking up that have been mentioned or not are,
[...]

Now that I come to think, the move+action system makes much more sense than TU's. The only things that keep me wondering now are Music and  Ethereals. I just hope that music stays true to the original and changes according to your score (if you're going good, the mood is not as dark, etc.). Ethereals? What powers will they have interest me. In the original they were uber soldiers, not really unique but simply powerful in terms of stats. Right now I'm playing on Superhuman and the only thing that keeps me from going to Cydonia is the fact that I lack the psionics to beat ethereals (I could beat them tactically though), so they're the only enemies that I really fear and the mere sight of them makes me hit abort (because I lack psionics).
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GlyphGryph

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #477 on: January 14, 2012, 06:14:14 pm »

Quote
-Weapons are determined by class, but items and armor aren't.
This is the one of the two things I dislike, and by god I hate it with a passion. The other is the infinite ammo. Together, it sounds very much like our characters are "fixed" once they enter battle, which I hope isn't the case.

It means The Rookie we brought along can't pick up the Rocket carriers weapon to complete the mission. It also sounds like we won't be able to swap our underfunded but loyal soldier's weapons in the middle of battle when they find a superior alien weapon. I also don't see how they can actually balance stuff like rockets if there is infinite ammo. We'll see, I guess.
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a1s

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #478 on: January 14, 2012, 06:48:51 pm »

Now that I come to think, the move+action system makes much more sense than TU's.
In what way does it make more sence?
I also don't see how they can actually balance stuff like rockets if there is infinite ammo.
2 ways: first off, as a 1-shot weapon you need to reload it every other turn (possibly by standing still), also, the rocket might deal less damage (per target) then a bullet.
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Ozyton

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #479 on: January 14, 2012, 07:22:13 pm »

I also don't see how they can actually balance stuff like rockets if there is infinite ammo.
2 ways: first off, as a 1-shot weapon you need to reload it every other turn (possibly by standing still), also, the rocket might deal less damage (per target) then a bullet.

That's another thing. I don't think you could load a guy up with 50 rockets and have him spam everything, but with infinite ammo now it doesn't seem that unit weight will be taken into account?
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