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Author Topic: XCOM: Enemy Unknown (New by Firaxis)  (Read 960994 times)

Owlga

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #3105 on: October 11, 2012, 08:27:21 pm »

Me and Janet have never lost a man to Thin men. In fact the only man we've ever lost was to a sectoid. Somehow we've managed to just lose that one guy. Came close during a spoilery spoilery mission to losing much more though thanks to alien grenades.
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Parsely

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #3106 on: October 11, 2012, 08:27:43 pm »

You want to know why I hate windows?

I played my first Ranked multiplayer match today. I had one upgraded Heavy soldier with a Plasma LMG, shredder rockets, a SCOPE, and Ghost Armor, and he was backed up by a mere three Sectoids. My opponent fields two Muton Berserkers, a drone (IDK what its called. it had 3 HP), and four Sectoids. We were playing on a map with a diner in the centre of it, and a parking lot and alleyway on either side. My team started in the parking lot, whereas my opponents spawned in the alley behind the diner. I send one Sectoid around to the mouth of the alleyway, where he is immediately pinned down by all of my opponent's four Sectoids. For some reason he has one suppress me while all of the other go into overwatch, even though they've all got superior cover, and they know I'm not going anywhere because of the suppression. Meanwhile my Soldier and his two Sectoids rush the parking lot, and, finding it clear, gain full cover value by using the SUVs and delivery trucks to hide behind. By the time his Mutons smash through the front of the diner my men are all on overwatch, and immediately take four health points off of each, and they both return fire and heavily injure my Soldier, although she is luckily still alive. The drone had flown over the roof of the diner and deals one damage to a Sectoid. Next turn my Sectoids are all killed by the Mutons, except the one in the alley who miraculously scored a 15% kill. The Mutons were bunched up and I took out six more health on one and critical-led another to death using my standard rocket. His Muton misses his shot and lights my cover on fire, then his drone dashes right up behind me. I activate Ghost and run behind something that isn't on fire, and the vehicle explodes and takes out his drone. The Muton takes cover and misses again. By this time my alleyway Sectoid has killed all of his opponents in the alleyway, through some sort of miracle, and is now running quickly to flank the Muton. The Muton spends a turn on Overwatch, and my Ghosted soldier runs straight through his cover and behind him for a point blank flanking atttack. Perfect shot right? Well I didn't count on my Soldier diving through the window instead of walking quietly through the open door that was just nearby. My opponent saw his chance, and tossed an alien grenade through the broken window, killing my Soldier. My remaining Sectoid didn't stand a chance at that point.

And thats why I will forever hate windows.
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GlyphGryph

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #3107 on: October 11, 2012, 08:28:14 pm »

Have you considered an alternate strategy when facing them? Or do you do the same thing everytime?


Well, I mean, obviously you do the same thing ULTIMATELY every time, but in the middle.
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Sirus

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #3108 on: October 11, 2012, 08:28:50 pm »

I've lost a few soldiers to Thin Men. Floaters, however, once were responsible for a TPK, and thus are evil bastards who should die every chance I can get. At least they're amusing when a sniper headshots them mid-flight, causing their scorched carcasses to tumble along the ground.
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Aqizzar

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #3109 on: October 11, 2012, 08:29:05 pm »

It's happened to me in other games.  I deal easily with the "real" threats like Mutons and Chryssalids, and then the "joke" enemy mops the floor with me due to, I guess, bad luck.  The poison is meaningless, it's the way they just never fucking miss, and never get hit.  This mission, I saw four people unload reaction fire on one Thin Man who jumped through a window.  All four of them missed, and proceeded to kill squaddie with extra armor in half cover from across a room.

But now... Now I know the game is cheating.  I finally finished a mission... And I get an Abduction notice when the Skyranger is three seconds away from landing.  Meaning I must ignore it.  Great, that's just great.
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Cthulhu

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #3110 on: October 11, 2012, 08:30:40 pm »

I lost a VIP to a thin man who dropped down right in front of him.

Anybody got any good ideas for multiplayer builds?  One I've been having decent success with is two sectoids and a sectoid commander, along with two chryssalids.   I've also been experimenting with one cyberdisk and five drones, because fuck you, other player.
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Tarran

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #3111 on: October 11, 2012, 08:31:06 pm »

Woah, you can rotate your camera with the latest patch. Yay!

Pretty sure it was possible to rotate the camera before the patch, unless i'm mistaken.
You could. I was rotating like a fool first night this thing unlocked, and rotating the camera was part of the demo, I believe.
Well, I recall there being only 4 buttons on the left before the patch, and now there's 6. And I can see on Malkasphia's Let's Play videos that he doesn't have them either, so... maybe you guys just got special versions?



Also, holy crap, a difficult mission I was facing 3-4 squads of 2-3 Mutons. What the heck! And that's just the Mutons! This is insane!
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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #3112 on: October 11, 2012, 08:31:32 pm »

you can delay your response to abduction missions for a little while I think. My first normal game reached the point those berserkers show up and mangle my squads, I think I'll try a new one tommorow for a different approach. Game is getting very repetitive for me, don't think I'll have the patience to play it to the end.
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Owlga

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #3113 on: October 11, 2012, 08:31:54 pm »

But now... Now I know the game is cheating.  I finally finished a mission... And I get an Abduction notice when the Skyranger is three seconds away from landing.  Meaning I must ignore it.  Great, that's just great.

If you click ignore they stay open for a few in game hours. It's not the end of the world. You can still access them from the globe.
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MaximumZero

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #3114 on: October 11, 2012, 08:33:22 pm »

It's happened to me in other games.  I deal easily with the "real" threats like Mutons and Chryssalids, and then the "joke" enemy mops the floor with me due to, I guess, bad luck.
Remind me to fight you with Dan.
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Catastrophic lolcats

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #3115 on: October 11, 2012, 08:36:37 pm »

Been watching some reviews/play-throughs of this on youtube and it seems pretty decent. Some of the problems others and myself have with the game seem like something that could be easily modded out if there's support for modding.
I would say the current lack of modding support and my burning hatred of 2K would be the only thing stopping me picking up the title.
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Cthulhu

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #3116 on: October 11, 2012, 08:38:54 pm »

Speaking of which, anybody want to do some multiplayer?

If you haven't added me yet (Why?!) I'm here.
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Urist McSpike

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #3117 on: October 11, 2012, 08:41:40 pm »

Have you considered an alternate strategy when facing them? Or do you do the same thing everytime?


Well, I mean, obviously you do the same thing ULTIMATELY every time, but in the middle.

What, windows?  No.  There is no alternate strategy... just SMASH!   :P

Just finished the demo.  5 gigs for 30 minutes of playtime, most of it with a death grip on your hand so you don't do anything crazy like think or act for yourself.

I remember when you could get 5 hours out of a 30 meg demo...  But enough about that, let's talk about this.

But then there's magic wallhack shooting.  And silly, silly, silly SILLY SILLY user interface, as everyone has been commenting on.  Don't include a "change elevation" tool if you're just going to ignore it anyways.  And don't include a grid-based movement selection if you haven't got a bloody clue how to do it.

I of course couldn't get a particularly good idea of the game from just that demo, seeing as it doesn't let you do anything...  But I wasn't hysterically impressed as of yet.  I do appreciate the effort, though, and I like that they're keeping to some of the original concepts.  But I'll have to sit out and wait until some lovely heaps of data arrive for me to snuffle through.

Kagus, all I can say is don't judge the game by the demo.  Honestly, if the demo was my only experience, it would have turned me off from buying - but I'd watched quite a few of the gameplay videos.  Check youtube (or earlier somewhere in this thread) for the OXM XCOM videos - they're pretty good, and a lot better for the demo.  Plus, the majority of the download was mostly for the graphics, as I understand it.

Honestly, that entire first mission should be cleaned up and made into the (optional) intro video.  Still, there is a bit of annoying, repetitive hand-holding in various bits, mostly escort missions.  You get near the person you have to find, and at the start of every round until you actually move someone next to them, you have to wait for them to scream at you to come get them before you can play.  And, once you do activate them, Special Ed Commander Brantford pops up, tells you to get them back to the Skyranger, and the map scrolls to where its parked.  You know, just in case you forgot where you parked it, or something.

I think I'd rate the game a pretty solid B, I think.  It's got some annoying quirks, a small (from what I've seen/read) variety of bugs, but they are patching already.  (Bugs: AI lockup in battles, close game & reload.  Vanishing menu/nonresponsive keys in the Ant Farm, close & reload.  Some kind of Interceptor bug when you have multiple ships in the air, game-breaker.)
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EnigmaticHat

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #3118 on: October 11, 2012, 08:43:58 pm »

Speaking of which, anybody want to do some multiplayer?

If you haven't added me yet (Why?!) I'm here.

I'm game.

Also, in reply to bugs: the game parses the external walls of UFOs oddly.  That's the only one you REALLY need to know about.  While most of the time it works as intended, aliens have been known to move or shoot through them with alarming frequency, do not rely on those walls to protect you.
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Jacob/Lee

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #3119 on: October 11, 2012, 08:46:34 pm »

Speaking of which, anybody want to do some multiplayer?

If you haven't added me yet (Why?!) I'm here.

I'm game.

Also, in reply to bugs: the game parses the external walls of UFOs oddly.  That's the only one you REALLY need to know about.  While most of the time it works as intended, aliens have been known to move or shoot through them with alarming frequency, do not rely on those walls to protect you.
Looks like the aliens were pissed when people fired AC-IN rounds into their ship and roasted them, so they decide to strike back. :P
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