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Author Topic: XCOM: Enemy Unknown (New by Firaxis)  (Read 960528 times)

Urist McSpike

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #3750 on: October 16, 2012, 10:07:30 am »

Did you guys get X-COM: X-TRA Shitty Edition or something?  I've only had a couple bugs, nothing gamebreaking, and the UI's pretty easy.  Then again I'm using a gamepad.

There are bugs, although I don't think there are only one or two game-breakers.  I'm really looking forward to what the first solid patch will bring (in addition to the one already out).  Bugs that I'm aware of:


Game breaker:
Using two aircraft causes focus to stick on the globe, or something (haven't experienced it)

Just had an odd one.  Soldier got a promotion, end mission screen did not list him.  Went to barracks, no promotion icon.  Exit barracks, get told "promotions available".  Still not there.  Had to reload that mission from an earlier auto-save.

Forever Wounded - A wounded soldier will go to the infirmary and just show "Wounded".  No time, and will stay in there until the end of the game.  (No, you can't deconstruct his bed, either. :P )


Minor:
UI overlay glitches - Esc menu not coming up, requiring alt-F4 & reload.  Various menu overlays being stuck "on top" even after you close them, requires reload.  Soldier armor deco resetting when you equip armor (I think; might be other times also).

Free aiming of grenades/rockets is excessively twitchy after the patch.  Might be able to adjust mouse settings, just haven't bothered trying anything.  Worked a lot better before the 11 Oct patch.

Various height oddities - targeting where you want to move (ON the ledge, not down in front of it!), for running, grapples, etc.

Cover bug, as in that recently linked video - soldier right next to the alien, and the alien still gets the High Cover from beside him, not between him & soldier.

Stuck "Alien Activity" - had that a couple of times, where it seemed like the game froze.  It was several minutes before I closed the game.

Close Combat Specialist (free shot on aliens closing within 4) will not work on a Muton Berserker moving on its free reaction move on your turn.

Aliens teleporting into you - someone on the 2K forums thinks they got unstuck on the map, and simple appear in sight of your last moved soldier.

Stupid pathing (not sure if it's a bug, or feature) - instead of running behind cover to the destination, units take the shortest path, straight through reaction fire.  Wish you could put down movement waypoints.


I also think there are some mistakes on the difficulty level tweaks.  For example, the UFOpedia shows Base Funding of $100 on Classic, but I started with $75 (+$100 from Germany); although I'm not sure where they got that info.  I wonder if there are other difficulty level settings that are off;  Classic seems like a pretty big spike from Normal, but that could just be my impression.
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Neonivek

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #3751 on: October 16, 2012, 10:20:46 am »

Don't forget the bugs if you have too many saves.

I've developed an OCD with saving a ton from playing classic video games where "unwinnable" is exactly what it sounds... and from playing new games with their glitches that ruin your game forever.
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Sharp

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #3752 on: October 16, 2012, 10:26:19 am »

I can deal with the graphic glitches, I mean there is worse then shoot through walls, there is shoot through self because soldier is aiming away from alien yet bullets still hit....
Also I love plasma fire hitting the sectopod then a nice big MISSED popping up.

The glitches that annoy me are the random hangs (sometimes permanent), multiplayer random disconnects, alien patrols teleporting (sometimes into the squad but worse is flanking even though you have vision of inbetween patrol route)

Gameplay features which annoy me, panicking soldier wave (panic because another soldier panics, about as bad a tantrum spiral), panicking countries which you have to hope game allows you to save with terror or council mission, no funding from non-satellite countries (why protect if you ain't gonna pay!), Sectopods on Terror Missions, because your really going to have time to worry about civvies turning into zombies when you have a freaking robot destroying your squad.

Oh and Weapon Fragment requirement for research.... I want to research plasma rifles, I have 8 freaking plasma rifles why won't you research it you stupid Dr!?!?! If you want fragments here, have a hammer, go crazy.
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AlStar

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #3753 on: October 16, 2012, 10:46:48 am »

Also I love plasma fire hitting the sectopod then a nice big MISSED popping up.

That just means that you hit somewhere were it didn't do damage. I've seen the same thing with aliens firing at my SHIVs.

Urist McSpike

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #3754 on: October 16, 2012, 10:56:42 am »

Oh and Weapon Fragment requirement for research.... I want to research plasma rifles, I have 8 freaking plasma rifles why won't you research it you stupid Dr!?!?! If you want fragments here, have a hammer, go crazy.

Yeah, it'd be nice if you could break down equipment for parts - not a full return, but for something.  Because really, once you get plasma weapons, all of those lasers are rusting in the armory.  Why not let me break then down for a bit of alloy or something?
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Man of Paper

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #3755 on: October 16, 2012, 11:07:16 am »

Anyone got an idea on the bugs for console, specifically the 360?
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Sirian

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #3756 on: October 16, 2012, 11:08:48 am »

Oh and Weapon Fragment requirement for research.... I want to research plasma rifles, I have 8 freaking plasma rifles why won't you research it you stupid Dr!?!?! If you want fragments here, have a hammer, go crazy.

Agreed, right now the only thing stopping my research is that stupid weapon fragment thing. I'm starting to believe they use them as snacks or something.
Also, i've never built a single lab, and i prioritized engineers 9 times out of 10, yet my research is still progressing faster than everything else. For instance i recently met and captured my first heavy floater, but i think that i've already researched most (if not all) of the stuff that his research credit boosts. I even had plasma rifles and heavy plasma before i met my first enemies using them (which is funny, because when researching them, the flavor text refers to the alien version).

Basically, the pace of the game is a bit messed up. Probably because countries freak out too quickly, which forces you to rush things. I dunno.
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dogstile

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #3757 on: October 16, 2012, 01:02:41 pm »

Also I love plasma fire hitting the sectopod then a nice big MISSED popping up.

That just means that you hit somewhere were it didn't do damage. I've seen the same thing with aliens firing at my SHIVs.

Also happens my my bullets hit aliens in the head and plasma hits my soldiers right in the testicles.

Also, fuck it, I give up for now. Anyone who can do classic ironman is a lucky son of a bitch.  I just got critted by a sectoid, I was behind high cover, it was a fair distance away and I had hunkered down. Crazy hard.
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forsaken1111

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #3758 on: October 16, 2012, 01:04:56 pm »

Also, fuck it, I give up for now. Anyone who can do classic ironman is a lucky son of a bitch.  I just got critted by a sectoid, I was behind high cover, it was a fair distance away and I had hunkered down. Crazy hard.
Just keep in mind that there is always a possibility of them rolling well, and there is never a 100% defense. Once you accept that you will probably lose the entire team every mission, you'll be pleasantly surprised when you only lose half the team!
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Mephansteras

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #3759 on: October 16, 2012, 01:08:15 pm »

Also, fuck it, I give up for now. Anyone who can do classic ironman is a lucky son of a bitch.  I just got critted by a sectoid, I was behind high cover, it was a fair distance away and I had hunkered down. Crazy hard.

I've also had soldiers take out aliens at max range behind high cover with only an 18% chance to hit. It goes both ways, but the good shots of your soldiers just aren't as noticeable because you expect/hope to kill all the aliens anyway.
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GlyphGryph

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #3760 on: October 16, 2012, 01:12:02 pm »

If you kill all the aliens then they can't kill you back, and no need to worry about them critting your dudes through cover!

Clearly you need to adjust your strategy to be all Heavy all the time.
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dogstile

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #3761 on: October 16, 2012, 01:19:35 pm »

Also, fuck it, I give up for now. Anyone who can do classic ironman is a lucky son of a bitch.  I just got critted by a sectoid, I was behind high cover, it was a fair distance away and I had hunkered down. Crazy hard.

I've also had soldiers take out aliens at max range behind high cover with only an 18% chance to hit. It goes both ways, but the good shots of your soldiers just aren't as noticeable because you expect/hope to kill all the aliens anyway.

I'm a blood bowl player, I know how getting screwed by the dice is a part of the rng. I would be ok with that if it didn't mean that every time I got screwed I lose a team member which in turn panics the next guy who will then turn and shoot someone in the back. A single bad roll of the dice and your entire mission can get screwed. Later on, one bad dice roll and you lose the game.
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my champion is now holding his artifact crossbow by his upper left leg and still shooting with is just fine despite having no hands.
What? He's firing from the hip.

Urist McSpike

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #3762 on: October 16, 2012, 01:21:30 pm »

Also, fuck it, I give up for now. Anyone who can do classic ironman is a lucky son of a bitch.  I just got critted by a sectoid, I was behind high cover, it was a fair distance away and I had hunkered down. Crazy hard.

Getting some ranked soldiers is key.  If you can manage to keep at least half of your squad alive on the first batch of missions, you're survivability goes up.  Also, upgrading weapons helps - laser rifles killing a Thin Man or Floater in one shot, instead of needing two from assualt rifles helps a lot.  Plus you could just go Classic non-Ironman, and limit yourself to a save at the start of the mission.

As a master tactician was known to say...  "Shhh!  Be vewwy vewwy quiet!  We'w hunting WABBITS!"  And by wabbits, he meant aliens.  Clearly.   :P  Seriously - go slow, go cautious, don't be afraid to bunker up and make them come to you through massed Overwatch fire.
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Mephansteras

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #3763 on: October 16, 2012, 01:23:29 pm »

Falling back, if you have the room for it, does wonders. Making the aliens come to you through reaction fire is often a much better strategy than getting into a firefight.

But I hear you on the panic chains. I think some of that can be modded to be a bit more manageable, though. It's one of the things I'm going to look into before I start my next campaign.
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Zangi

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #3764 on: October 16, 2012, 01:27:02 pm »

Science progression is either an avalanche or a snail, based on the number of scientists you get.  Near mid/end-game, you could easily have received enough scientists to breeze through all research without labs and twiddle the thumbs... at least you don't need to pay for food and housing...

Labs are only ever useful early game, when you really need to put your credits into satellites and other stuff... and mostly useless mid-late game.
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