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Author Topic: XCOM: Enemy Unknown (New by Firaxis)  (Read 960819 times)

Urist McSpike

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #3420 on: October 13, 2012, 03:54:04 pm »

Oh i know, i he said he watched a poor Lp's when i posted the link to my own channel in what? 2 page before his post, i tought he was talking about me thats why i wanted the linky to see if it was me and if not, who was that horrible haha.

Yeah, it's really not a horrible video, with the player making poor decisions.  For anyone who doesn't have the game and watched it, as I said, it's the tutorial.  A tutorial which, imo, should have been cleaned up and made into the intro video for the game.  It's excessively, frustratingly hand-holdy.  Seriously, if I never play the tuturial again, it would still be too many times.  What I find irritating though, is that you get some goodies for doing it, like a free satellite (which is about $200 & 20 days build time).
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Cthulhu

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #3421 on: October 13, 2012, 03:57:12 pm »

This is making me wish UFO: The Two Sides didn't get C&D'd, although I'm betting it's still hiding around.  Maybe somebody knows and could hit me up on steam with some info and maybe a round of it.

Also, my Normal Ironman run is over. 


After a godawful battleship breach that wiped out the last of my skilled soldiers, I sent my squaddies out to get massacred by some ungodly  number of Mutons.  That was basically the end of XCOM and I just let it run for a few minutes until the project was cut off.

EDIT:  Seriously though, I've suddenly got a serious urge to play some Two Sides.
« Last Edit: October 13, 2012, 03:59:42 pm by Cthulhu »
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Tarran

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #3422 on: October 13, 2012, 04:00:09 pm »

Really? I got hit by one before (after being hit with one before that which missed), and it did a measly 6 or so damage. How much damage did it do to your guys?
« Last Edit: October 13, 2012, 04:02:59 pm by Tarran »
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Quote from: Phantom
Unknown to most but the insane and the mystics, Tarran is actually Earth itself, as Earth is sentient like that planet in Avatar. Originally Earth used names such as Terra on the internet, but to protect it's identity it changed letters, now becoming the Tarran you know today.
Quote from: Ze Spy
Tarran has the "Tarran Bug", a bug which causes the affected character to repeatedly hit teammates while dual-wielding instead of whatever the hell he is shooting at.

The Scout

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #3423 on: October 13, 2012, 04:01:46 pm »

The more you talk, the sadder I get that I can't play it.
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Cthulhu

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #3424 on: October 13, 2012, 04:02:17 pm »

It put two high ranking guys in skeleton suits critical.  Maybe it was just a crit or something.  I had the medkits for them but there was so much fire left behind I couldn't save them.  Then my last squaddie, a support, went apeshit and got like four kills, including the sectopod, solo.  She died hard, with a vengeance.
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Tarran

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #3425 on: October 13, 2012, 04:04:15 pm »

Unless skeleton suits are worse than carapace armor (I haven't researched them yet, so I wouldn't know), I'd say it was a critical or just plain bad luck with normal damage.
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Quote from: Phantom
Unknown to most but the insane and the mystics, Tarran is actually Earth itself, as Earth is sentient like that planet in Avatar. Originally Earth used names such as Terra on the internet, but to protect it's identity it changed letters, now becoming the Tarran you know today.
Quote from: Ze Spy
Tarran has the "Tarran Bug", a bug which causes the affected character to repeatedly hit teammates while dual-wielding instead of whatever the hell he is shooting at.

Neonivek

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #3426 on: October 13, 2012, 04:06:45 pm »

Unless skeleton suits are worse than carapace armor (I haven't researched them yet, so I wouldn't know), I'd say it was a critical or just plain bad luck with normal damage.

Carapace armor is like Nano-weave vest. It's purpose is that it lowers melee damage.
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EnigmaticHat

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #3427 on: October 13, 2012, 04:10:09 pm »

Criticizing the funding issues sort of implies the game makes sense in the first place.  I mean, all the aliens would have to do to defeat a country is drop a single Cryssalid into a populated area.  They wouldn't even have to kill everyone, they would have demonstrated their power so effectively and horribly that the rest of the world would probably just surrender.

Or, when they've found an xcom base, why only send one battleship?  Why not send the whole damn fleet?  And why bother with infantry, we know UFOs have weapons.  Glass that shit.  And, on that note, why don't the aliens send a UFO to guard the shot down UFOs, or lift off their landed intact UFOs and blast the skyranger.  Why do they bother starting with small craft and weak aliens, after they've already scouted stuff out?  They should use all their most powerful stuff first, before humanity can steal the weapons they're weaklings were carrying.

Hell, if most of the aliens are genetically engineered, and we know from humans that those with psychic powers don't require significantly more resources than the non-psychic, why do the aliens produce anything biological that ISN'T a psychic monstrosity?

It's just a game, guys.  If you're going to ignore the aliens being strategically braindead in the original, you can ignore the remake xcom's funding making no sense.
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Tarran

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #3428 on: October 13, 2012, 04:10:37 pm »

Unless skeleton suits are worse than carapace armor (I haven't researched them yet, so I wouldn't know), I'd say it was a critical or just plain bad luck with normal damage.

Carapace armor is like Nano-weave vest. It's purpose is that it lowers melee damage.
No, that's Chitin Plating. Carapace armor is the second armor type.
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Quote from: Phantom
Unknown to most but the insane and the mystics, Tarran is actually Earth itself, as Earth is sentient like that planet in Avatar. Originally Earth used names such as Terra on the internet, but to protect it's identity it changed letters, now becoming the Tarran you know today.
Quote from: Ze Spy
Tarran has the "Tarran Bug", a bug which causes the affected character to repeatedly hit teammates while dual-wielding instead of whatever the hell he is shooting at.

GlyphGryph

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #3429 on: October 13, 2012, 04:11:15 pm »

This is making me wish UFO: The Two Sides didn't get C&D'd, although I'm betting it's still hiding around

They didn't.
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Thexor

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #3430 on: October 13, 2012, 04:14:19 pm »

Really? I got hit by one before (after being hit with one before that which missed), and it did a measly 6 or so damage. How much damage did it do to your guys?

It does 6-7 damage, from what I've seen.

Problem is, it fires multiple rockets, each of which can hit. I lost a promising Sniper to no fewer than three simultaneous rockets, if I read the damage readouts correctly.  :o

Oh, and it can be blind-fired, with uncanny accuracy. That sniper I just mentioned? Her position hadn't been visible to the alien team for ~3 turns, and had never been seen by the Sectopod. Never mind the last mission, where I ghosted an Assault, moved him next to the two Sectopods (to begin a coordinated attack next turn), and both of them locked their missiles on his position.
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shadow_archmagi

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #3431 on: October 13, 2012, 04:22:07 pm »

Ok. Stop. You're implying that rearranging the inventory per mission is an integral part of having a real inventory system. It's not. Even in Apocalypse the equipment layouts were soldier specific, so it remained in between missions. Only issue left by Apocalypse, which could've been easily solved, was that ammo didn't automatically refill from base storage post-mission. Nobody's saying to clone the system, all issues included. We've learned a lot since the early 90s that wasn't just dumbing down. You can fix these issues.

True, true. I admit that the existing system is less than it might be.


You could follow a supply ship to an alien base. Can you do that here?

Nope.

And more than that, the point is their activities really happened in the world, they weren't randomly generated when the game decided to give you something to do. For example, in this game, I got a VIP mission. The first time it was a scientist escort. Then I reloaded and now it was a politician arrest. The mission wasn't the result of what the aliens were doing, but was simply randomly generated when x amount of days passed.

Didn't UFOEE missions work the same way? As far as I could tell, the success or failure of their missions had no impact on their campaign. In fact,the only difference between, say, Alien Research, Alien Harvest, and Alien Abduction is the points value for the Alien Score, which only affects your funding. It'd be really neat if destroying all their research ships resulting in them deploying troops less optimized for anti-human combat or something, but as it is the missions system is basically the game waiting a bit and then rolling a d10 to decide what to throw at you. Admittedly, the Alien Base thing was neat.

And you do, in fact, still get UFO landings from time to time- I just finished a mission where a large ship landed in the middle of nowhere and I raided it, just like I would've in the old xcom.

Also, note that I said "strategic layer". They're not really doing anything significant in the tactical map in either case. Like in the original they just wandered around and at most shot at civilians. Here they just stand around some spots and give you a shitty cutscene when they enter your FOV. Then again, you'd think they'd drop what they're doing when they see a Skyranger landing nearby and start hearing gunfire.

Actually, the aliens will wander around. Misleadingly, even when they wander into you, you'll get the same cutscene that makes it look like they were doing something (Sectoids and thin men will often be crouched over a body and look up in surprise) and only just noticed you, even if they literally just jumped through the window into your building.

Don't get me wrong, the original's proportions (and especially quantities) were questionable, but not anywhere near as fucking bad as this. "XCOM, you're our first and last line of defence! Here's your monthly allowance. You can make 3 medkits with this. Now fuck off.".

I admit, jet-fighters costing twice as much as soldiers is slightly sillier than jet-fighters costing ten times as much as soldiers. On the other hand, I can appreciate how the devs might've wanted to rebalance to make medkits more scarce, since in Enemy Unknown I seem to recall every soldier always having one.
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Johnfalcon99977

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #3432 on: October 13, 2012, 04:30:24 pm »

Want to know what's bullshit? When you abort after you rescue all of the civvies in a Terror mission, it doesn't fucking count. If all of the surviving civilians are in the goddamned sky Ranger, I should be able to leave and not deal with the rest, BUT NO. I have to kill every single little chryssalid and zombie on the map. Why? Because the game fucking hates you.

(( Note: I'm still loving the hell out of the game, but this is just awful and Gamey. ))
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Jacob/Lee

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #3433 on: October 13, 2012, 04:32:01 pm »

FUCK I think I lost my ironman (normal) game to the frozen geoscape bug a decent way into the game. Not as bad as some but it still makes me sad. There is no excuse for the game to ship with a gamebreaker like that.

Cthulhu

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #3434 on: October 13, 2012, 04:32:39 pm »

I found a download for Two Sides on moddb, but the website says it's been closed, C&D or otherwise.  Still, I remember playing it way back before I got my desktop and it overheated the laptop.  Cool game.

In Enemy Unknown I didn't even research medkits.  Plasma blast victims with enough body parts to glue together were too rare for them to be cost-effective.

And yeah, UFO was better at faking a complex system for the aliens but it wasn't any less fake.  One thing I remember of special note was that you couldn't interrupt a pact once it started.  As soon as the battleship entered orbit it was too late
« Last Edit: October 13, 2012, 05:10:51 pm by Cthulhu »
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