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Author Topic: XCOM: Enemy Unknown (New by Firaxis)  (Read 970493 times)

Taricus

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #3975 on: October 18, 2012, 01:52:07 pm »

The trick to spotting psionically gifted personnel is the rate at which will goes up, rather than the amount. Pre iron-will, if a squaddie has about 46-47 will, they'll likely be psionically gifted. Post IR, they'd have 50 or more.
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Tarran

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #3976 on: October 18, 2012, 01:56:08 pm »

Bullshit happens. This is why my snipers are always in a position to help, even inside alien ships. Disabling shot is the best thing when your guys are mind controlled.
I did use it, but then I had to run them out after the mind controlled soldier reloaded right next to one of my snipers. At the time, before the bullshit happened, I thought that doing that wouldn't hurt.

Then suddenly flankers through the wall.

Edit: Also, oh mah gawd I finally got a second Psionic soldier after screening so many raw recruits and all my veterans.
« Last Edit: October 18, 2012, 02:01:01 pm by Tarran »
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Mephansteras

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #3977 on: October 18, 2012, 02:02:59 pm »

Are you playing on normal or easy?  Maybe you hit the cap on the number of enemies on screen, so the Muton you injured earlier resumed 'patrol' once he got out of sight and some more enemies showed up.

Nope, Classic all the way.

The Alien Base is pretty buggy, though. So maybe it's just that. Being able to see and shoot through giant stone walls is already pretty silly...
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Cthulhu

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #3978 on: October 18, 2012, 02:46:15 pm »

Are there any giant stone walls in the base?  I thought it was a series of platforms in a giant open cavern, you can even see some kind of alien organs pulsing in the distance.
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Mephansteras

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #3979 on: October 18, 2012, 02:48:28 pm »

Are there any giant stone walls in the base?  I thought it was a series of platforms in a giant open cavern, you can even see some kind of alien organs pulsing in the distance.

Well...in the section I'm in there are large stone walls that block my line of sight to the enemies. Doesn't seem to stop people from seeing or shooting through it, though. Maybe a graphics glitch? It is kinda funny seeing my people blowing away enemies through what looks like a solid wall, I suppose.
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dogstile

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #3980 on: October 18, 2012, 03:09:08 pm »

Are they overwatch shots? The problem with the "truesight" system they seem to use is that it'll trigger overwatch if they're seen for only half a second through a gap between one wall and another. Of course, the game doesn't get your guys to shoot on time and will always aim for the chest/head rather than whatever is visible. Other times its just to late to trigger and it'll fire when its a tile to far.
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LoSboccacc

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #3981 on: October 18, 2012, 03:17:15 pm »

Anyone thinks it is possible something along the line of ufo defence single mission challenge?
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Mephansteras

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #3982 on: October 18, 2012, 03:44:11 pm »

Are they overwatch shots? The problem with the "truesight" system they seem to use is that it'll trigger overwatch if they're seen for only half a second through a gap between one wall and another. Of course, the game doesn't get your guys to shoot on time and will always aim for the chest/head rather than whatever is visible. Other times its just to late to trigger and it'll fire when its a tile to far.

I think they were plain old regular shots.
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Johnfalcon99977

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #3983 on: October 18, 2012, 03:56:18 pm »

Actually, the game says they experience a small plenty to aim. Then again, its effectively a free shot on anyone who moves, so I guess its worth it.
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Thexor

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #3984 on: October 18, 2012, 04:01:10 pm »

Anyone thinks it is possible something along the line of ufo defence single mission challenge?

I assume you're talking about this?

In short, no. Ignoring features like panic (which will kill you in this challenge), you still need to complete a number of story missions:
Spoiler (click to show/hide)
Panic would also be a huge problem. Using the 'shoot down abduction ships' mod might help. Dumping all your money into satellite coverage could also help.
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alway

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #3985 on: October 18, 2012, 04:11:49 pm »

Fixed it.
« Last Edit: October 18, 2012, 04:32:42 pm by alway »
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Mephansteras

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #3986 on: October 18, 2012, 04:17:04 pm »

Your Spoiler is broken.
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jocan2003

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #3987 on: October 18, 2012, 05:00:55 pm »

Also for everyone who dont know, overwatch shot are taken with a 20%? anyway its the same as if they were in half cover, unless you have that sniper ability wich remove the said overwatch penalty.
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Zangi

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #3988 on: October 18, 2012, 05:12:08 pm »

Huh... the 'dungeon view' actually shows the stuff you build...  all of it is under the engineering department.
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Mephansteras

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #3989 on: October 18, 2012, 05:21:51 pm »

Huh... the 'dungeon view' actually shows the stuff you build...  all of it is under the engineering department.

Dungeon view?
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