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Author Topic: XCOM: Enemy Unknown (New by Firaxis)  (Read 970381 times)

The Scout

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #4125 on: October 20, 2012, 09:06:34 pm »

I went from normal to easy. Aka going from losing no one to atleast 1 person per mission.
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Mephansteras

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #4126 on: October 20, 2012, 09:33:18 pm »

I went from normal to easy. Aka going from losing no one to atleast 1 person per mission.

Wait...what?
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jocan2003

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #4127 on: October 20, 2012, 09:36:19 pm »

The gift is determined when the character is generated- and determined (or rather indicated) by the rate at which they gain will. So if they have a higher than than other people of a similar rank, that's a good indicator.

Then its funny i scanned over 30 recruit and none had the gift, yet 2 major on 4 had it o.O, maybe even if they are gifted we have to wait untill they gain a few point to find out O.O. That is what i dont really understand yet.
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The Scout

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #4128 on: October 20, 2012, 09:47:49 pm »

I went from normal to easy. Aka going from losing no one to atleast 1 person per mission.

Wait...what?
Easy raped me. Sectoids charging forward and killing everyone, instead of hiding behind cover till they got sniped.
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Criptfeind

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #4129 on: October 20, 2012, 10:02:39 pm »

The gift is determined when the character is generated- and determined (or rather indicated) by the rate at which they gain will. So if they have a higher than than other people of a similar rank, that's a good indicator.

Then its funny i scanned over 30 recruit and none had the gift, yet 2 major on 4 had it o.O, maybe even if they are gifted we have to wait untill they gain a few point to find out O.O. That is what i dont really understand yet.

It could be working the other way around, as in, since they have the gift, they have higher will power, and thus are more likely to survive longer.

But yeah. That sorta happened to me as well, as soon as I could test for the gift, my top three guys (and at the time my only surviving high level guys) all had it, and although I scanned about 20 guys after them, only one had it.
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Sirian

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #4130 on: October 20, 2012, 10:50:50 pm »

You could test it by saving after hiring, testing around 10 subjects, then reloading and testing them after they are top-ranked.

In my game, every soldier that i tested was a top-rank high-will veteran and had the gift.

In fact, i think that i remember reading a snippet of the original game code for the psi test, from one of the modding forums, and there was something like "will score / 100" influencing the final result.
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Mephansteras

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #4131 on: October 20, 2012, 10:57:04 pm »

Wooo! Finally beat the game. It was a semi-Ironman run on Classic. Had some rough missions, but overall I feel I did pretty well.

Definitely going to mod things a bit before I start my next campaign. Going back to actual Ironman, I like the feel of it better.
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Zangi

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #4132 on: October 20, 2012, 11:23:35 pm »

Zombies get a +50 to their strength and they don't just swing at you once...  they jump on you and curbstomp you with the fury of a gorilla.
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alway

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #4133 on: October 21, 2012, 12:24:56 am »

...

What in the goddamn hell was that. I get to a mission. Move my snipers into position; everyone else standing at spawn in overwatch. End turn with no enemies spotted. Suddenly, several sectoids and floaters appear right in the middle of my troops; just appear out of thin air. The sectoid fires on my squad (note: this is still the first turn of seeing it; they should not fire on the same turn they are triggered). Then, from the opposite side of the map, 2 mutons are somehow aggro'd on the alien turn. Alien turn ends (the first turn, I might add). I kill the floaters and sectoid, moving a couple troops a bit. End my second turn. One of the mutons teleports next to my sniper (literally, the square adjacent to him) from the other side of the map, critting and nearly killing him. I kill that muton easily on my turn. Next turn, a floater and the other aggro'd muton come into range (dunno how the hell that muton made it from the other side of the map in 3 turns of running). I kill them. Mission complete; 8 aliens dead. DAFUQ WAS THAT?!?
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Sergius

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #4134 on: October 21, 2012, 12:25:17 am »

The gift is determined when the character is generated- and determined (or rather indicated) by the rate at which they gain will. So if they have a higher than than other people of a similar rank, that's a good indicator.

Then its funny i scanned over 30 recruit and none had the gift, yet 2 major on 4 had it o.O, maybe even if they are gifted we have to wait untill they gain a few point to find out O.O. That is what i dont really understand yet.

I'm pretty sure the gift is calculated at some point later (probably right when starting testing in the Psi chamber, not after finishing it), and CURRENT will is one of the factors, but it's still heavily randomized. It's not "innate" (some guy in the 2000k forums reported testing the same 3 guys and reloading after, then trying again, and the same people didn't have the gift every time).

Of all my guys, 1 of every 3 colonels had the gift, AT LEAST. While testing a dozen squaddies (freshly recruited and with wossname Officer School powerup) maybe one had the gift.
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Hanslanda

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #4135 on: October 21, 2012, 12:26:47 am »

...

What in the goddamn hell was that. I get to a mission. Move my snipers into position; everyone else standing at spawn in overwatch. End turn with no enemies spotted. Suddenly, several sectoids and floaters appear right in the middle of my troops; just appear out of thin air. The sectoid fires on my squad (note: this is still the first turn of seeing it; they should not fire on the same turn they are triggered). Then, from the opposite side of the map, 2 mutons are somehow aggro'd on the alien turn. Alien turn ends (the first turn, I might add). I kill the floaters and sectoid, moving a couple troops a bit. End my second turn. One of the mutons teleports next to my sniper (literally, the square adjacent to him) from the other side of the map, critting and nearly killing him. I kill that muton easily on my turn. Next turn, a floater and the other aggro'd muton come into range (dunno how the hell that muton made it from the other side of the map in 3 turns of running). I kill them. Mission complete; 8 aliens dead. DAFUQ WAS THAT?!?


Fucking ninja aliens. That's what. Alien commandos from a special regiment dedicated to stealth.
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Jacob/Lee

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #4136 on: October 21, 2012, 12:29:18 am »

...

What in the goddamn hell was that. I get to a mission. Move my snipers into position; everyone else standing at spawn in overwatch. End turn with no enemies spotted. Suddenly, several sectoids and floaters appear right in the middle of my troops; just appear out of thin air. The sectoid fires on my squad (note: this is still the first turn of seeing it; they should not fire on the same turn they are triggered). Then, from the opposite side of the map, 2 mutons are somehow aggro'd on the alien turn. Alien turn ends (the first turn, I might add). I kill the floaters and sectoid, moving a couple troops a bit. End my second turn. One of the mutons teleports next to my sniper (literally, the square adjacent to him) from the other side of the map, critting and nearly killing him. I kill that muton easily on my turn. Next turn, a floater and the other aggro'd muton come into range (dunno how the hell that muton made it from the other side of the map in 3 turns of running). I kill them. Mission complete; 8 aliens dead. DAFUQ WAS THAT?!?


Fucking ninja aliens. That's what. Alien commandos from a special regiment dedicated to stealth.
The horrors that would be witnessed if the aliens had active cloaking.

Hanslanda

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #4137 on: October 21, 2012, 12:30:19 am »

Bwahahaha. >:-)

*Ripple effect*
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Wrex

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #4138 on: October 21, 2012, 12:33:06 am »

Through a glitch, Aliens could become invisible in TFTD.


So, Flying, Invisible Crysalids.


That sound you just made was your bowels voiding themselves in fear.
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Neonivek

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #4139 on: October 21, 2012, 01:09:54 am »

I still remember the time a Cyberdisk teleported into the middle of my team. I really wasn't expecting that.

Lucky for me I was doing a re-ammo turn so the disk was basically destroyed on that turn.
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