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Author Topic: XCOM: Enemy Unknown (New by Firaxis)  (Read 974739 times)

Untouchable

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #4140 on: October 21, 2012, 01:21:02 am »

I remember on one of the escort missions where a thin man dropped down in the middle of my group and went into overwatch. I'm glad that you can't hurt allies in a situation like that because 4 people tore him apart as soon as he appeared.

alway

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #4141 on: October 21, 2012, 02:05:52 am »

Is it just my imagination, or were enemy numbers on maps greatly nerfed in one of the patches? I'm getting missions with like 5 aliens on classic mode. It's really, really boring; to the point where I'm nearly abandoning good tactics to simply curbstomp the few on the map.
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jocan2003

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #4142 on: October 21, 2012, 02:11:59 am »

Is it just my imagination, or were enemy numbers on maps greatly nerfed in one of the patches? I'm getting missions with like 5 aliens on classic mode. It's really, really boring; to the point where I'm nearly abandoning good tactics to simply curbstomp the few on the map.
Thats why you should get a modded impossible so you always get lots of ennemy in tactical, but still has the classic difficulty or even normal diff in strategical view.

In my latest impossible terror mission i killed a total of 29 ennemy... they all had that HP boost the impossible give... man that was fun. Lost only one guy because my assault missed a 80% shot...
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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #4143 on: October 21, 2012, 03:20:19 am »

Now that was weird.

I'm in the first Ethereal ship, a plot related one, and I put ghost armor on a guy and sneak him into the big room in the middle.  Okay, there's two muton elites and what I assume is an Ethereal.  Hide my guy in a dark corner and spend the next turn bringing up people with stunners...and then suddenly when I go to move someone, the screen scrolls into the floor and it says I've won the mission.  I didn't even hear things explode!  I did get an Ethereal corpse out of it...

(A couple missions later, I lost a Major and my favorite Colonel while trying to capture one of those bastards alive.  Bleah.  At least I got him...but in this case, it didn't do any good!)
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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #4144 on: October 21, 2012, 04:13:59 am »

You got ghost armour before 1st ethereal?

Anyway I said it before psi gift is calculated when testing, maybe at start of test or at end but during the testing not on soldier generation.

Also that being said I have noticed that the reward soldiers seem to have a lot more will (so better psi candidates), maybe because of not being critically wounded or any other ways of losing will.
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Neonivek

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #4145 on: October 21, 2012, 04:18:10 am »

You got ghost armour before 1st ethereal?

I had pretty much all my research done before the 1st ethereal... and I was rushing things.

Quote
Anyway I said it before psi gift is calculated when testing, maybe at start of test or at end but during the testing not on soldier generation

Well yeah that is because... well

Heavy Spoilers

Spoiler (click to show/hide)

So I have a theory on this game

Outsiders never existed!

And you cannot even prove me wrong!
« Last Edit: October 21, 2012, 04:25:54 am by Neonivek »
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Sensei

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #4146 on: October 21, 2012, 05:33:32 am »

As far as I could tell,
Spoiler (click to show/hide)
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Neonivek

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #4147 on: October 21, 2012, 05:49:25 am »

As far as I could tell,
Spoiler (click to show/hide)

Spoiler (click to show/hide)

Also Outsiders don't exist! OOoOoOooo!

Mind you on a more serious note... Given the game and its ending... The Outsider may actually be a plothole.
« Last Edit: October 21, 2012, 05:54:50 am by Neonivek »
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Untouchable

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #4148 on: October 21, 2012, 06:02:17 am »



It seems the Sectopod failed a spot check. I honestly didn't expect it to just stop right next to my soldier while ignoring the clearly visible soldiers that it walked past.


On a completely unrelated note, I love the Ghost Armour.

EnigmaticHat

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #4149 on: October 21, 2012, 07:01:55 am »

You know that fallen highway overpass there's an escort mission on?  That can come up as a terror mission.  And its a NIGHTMARE.  I came in with reduced equipment because some of my soldiers were apparently stuffed into the
Spoiler (click to show/hide)
while still wearing their titan armor and plasma rifles.  A sectopod stood at the top of a hill, with only one way up and a large coverless slope in between us and it, and blasted my
Spoiler (click to show/hide)
colonel into critical condition without playing a reveal animation (?!?!).  The previous turn a heavy floater launched onto an inaccessible part of the map that could overlook the entire squad and that was opposite the sectopod so that there was literally no cover that would protect against both of them.  On top of that, it was very difficult to tell where the heavy floater could be hit from.

Suffice to say, there was only one survivor.  Two colonels bled out, the last of which had been with us from the beginning and would have survived if our sniper hadn't missed a 74% shot.  The game really had it out for me, there was no safe way to reach the sectopod and literally no way to reach the heavy floater, running away wasn't an option and on top of that both these high damage enemies were on elevated positions on two sides of the squad.
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Urist McSpike

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #4150 on: October 21, 2012, 09:04:46 am »

Yeah, your troops should have their equipment removed when they're unavailable for missions, like when they go to the hospital.  Actually, one of the better suggestions I saw was to have everything removed after missions, with the ability to save loadouts - or at the very least, a one-click "un-equip all" button.

But I think I'm done playing for now, until they get another patch out.  I've caught the "Eternally Wounded" bug in action - have a save showing two soldiers wounded with 3 & 4 days left, and after letting the game run for 4 days, they are both just "Wounded".  It's as if the game skips letting them out of the hospital, and then they're stuck forever.
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Rince Wind

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #4151 on: October 21, 2012, 09:06:27 am »

You can still remove all equipment when your soldiers are not available via the barracks.
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Urist McSpike

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #4152 on: October 21, 2012, 09:50:19 am »

You can still remove all equipment when your soldiers are not available via the barracks.

Not (I think) when they are in
Spoiler (click to show/hide)
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GlyphGryph

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #4153 on: October 21, 2012, 10:21:28 am »

Anyone want to try some multiplayer?
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Rince Wind

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #4154 on: October 21, 2012, 10:23:02 am »

You can still remove all equipment when your soldiers are not available via the barracks.

Not (I think) when they are in
Spoiler (click to show/hide)

Yes, you can. I did it myself, because I put them in that with gear myself.
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