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Author Topic: XCOM: Enemy Unknown (New by Firaxis)  (Read 974703 times)

Sirian

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #4170 on: October 21, 2012, 03:48:58 pm »

Man this game is fun. I've been trying to run the game using female operatives only. It's been working alright so far. Even if I'm just playing on Easy... no Ironman...

Looks like we got the same idea ^^

It's kinda challenging, but at the same time, i liked my first missions with only 2 soldiers to control, it makes turns shorter.
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Neonivek

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #4171 on: October 21, 2012, 04:01:14 pm »

I've been trying to create an imaginary list of the best and worst classes

When I get to the worst oddly enough my mind keeps going towards the Support class. But I go "No no no, you need those extra two healing hits!" and then I go "But what else do they have?" and I get stumped.

Even the Heavy sort of has a problem of being a rather poor class with its rockets becoming less useful as the game goes on. (Mind you it is still a good class, just the least good). but it still has the Anti-robot attack that can be considered absolutely vital.

It had me thinking

Is a Non-healing specialised Support even worth using?

Also I might as well do this... Another sign the game had more things planned for it: There is no light armor.
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krisslanza

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #4172 on: October 21, 2012, 04:02:47 pm »

Man this game is fun. I've been trying to run the game using female operatives only. It's been working alright so far. Even if I'm just playing on Easy... no Ironman...

Looks like we got the same idea ^^

It's kinda challenging, but at the same time, i liked my first missions with only 2 soldiers to control, it makes turns shorter.

I managed to get lucky and had 6 female operatives off the bat. My first attempt of this idea on Normal did not turn out too well...
The idea crossed my mind to LP it, but I'm not sure. LPs usually, for XCOM anyway, want a lot of death. It's hard to have that when you have a like, 20% chance of getting a female op. I can use lots of SHIVs, but those are also tricky to use.

ZebioLizard2

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #4173 on: October 21, 2012, 04:11:53 pm »

I've been trying to create an imaginary list of the best and worst classes

When I get to the worst oddly enough my mind keeps going towards the Support class. But I go "No no no, you need those extra two healing hits!" and then I go "But what else do they have?" and I get stumped.

Even the Heavy sort of has a problem of being a rather poor class with its rockets becoming less useful as the game goes on. (Mind you it is still a good class, just the least good). but it still has the Anti-robot attack that can be considered absolutely vital.

It had me thinking

Is a Non-healing specialised Support even worth using?

Also I might as well do this... Another sign the game had more things planned for it: There is no light armor.

I've found the Will boosting Crit increasing smoke grenades very useful.
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Sirus

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #4174 on: October 21, 2012, 04:15:11 pm »

Specialized smoke grenades, better overwatch, suppression capabilities, and extra movement speed aren't worth using?

And regarding light armor, I don't think any XCOM game had such stuff. Your default armor was the lightest possible, and it was nearly worthless. At least in this game we have things like psi armor and ghost armor, which offer lower health protection in exchange for other abilities.
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Neonivek

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #4175 on: October 21, 2012, 04:18:41 pm »

Specialized smoke grenades, better overwatch, suppression capabilities, and extra movement speed aren't worth using?

And regarding light armor, I don't think any XCOM game had such stuff. Your default armor was the lightest possible, and it was nearly worthless. At least in this game we have things like psi armor and ghost armor, which offer lower health protection in exchange for other abilities.

They reference Armor types and only have two: Medium and Heavy (and they will outright state "heavy").

Anyhow the thing is Sirus. Is it more useful then anyone else's ability? (Heck the Heavy is a supperior offensive Support in everyway except that it is forced to use the heavy plasma.)

Also their extra movement speed is for healing not offense.

It seems to be a theme of Support. They seem to have lesser versions of everyone elses ability with the smoke grenades being the only thing unique to them outside of a healing support specialist.

Also Snipers have even better overwatch then Support, same with heavies.

Quote
which offer lower health protection in exchange for other abilities

Oddly enough... I think the ghost armor may be just outright better then Titan. Even at the expense of 4 health.

--

But still the question remains.

Is a support that does not go healing specialist (as in, doesn't get the extra medkits, doesn't get extra movement, doesn't get healing increase) a viable build?
« Last Edit: October 21, 2012, 04:24:30 pm by Neonivek »
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Kagus

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #4176 on: October 21, 2012, 04:25:22 pm »

Smoke -> Longer Sprint -> Aggro dudes -> Medikit thyself = Survivable spotter for snipies and whatnot.  Also stun/nades.


This is purely theoretical musing, of course.

Taricus

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #4177 on: October 21, 2012, 04:27:40 pm »

Now have that bug happen to you, only replace the floater with a sectopod.

Damn lucky I spotted that on my turn, and critted it twice with an alloy cannon...
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Neonivek

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #4178 on: October 21, 2012, 04:29:56 pm »

Smoke -> Longer Sprint -> Aggro dudes -> Medikit thyself = Survivable spotter for snipies and whatnot.  Also stun/nades.


This is purely theoretical musing, of course.

I know. It really is going to be hard to test since Supports are just soo much better as the healing unit.

Also a great way to do spotter is to use "Longer sprints" to go as far forward as you can... and then to move backwards. You lose your attack... but you save a possible units life.
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jocan2003

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #4179 on: October 21, 2012, 04:33:36 pm »

I've been trying to create an imaginary list of the best and worst classes

When I get to the worst oddly enough my mind keeps going towards the Support class. But I go "No no no, you need those extra two healing hits!" and then I go "But what else do they have?" and I get stumped.

Even the Heavy sort of has a problem of being a rather poor class with its rockets becoming less useful as the game goes on. (Mind you it is still a good class, just the least good). but it still has the Anti-robot attack that can be considered absolutely vital.

It had me thinking

Is a Non-healing specialised Support even worth using?

Also I might as well do this... Another sign the game had more things planned for it: There is no light armor.

Well a double rocket heavy with double shot has quite the firepower..... I have one with that skill that increase the rocket range, and if they are hidding behind full cover, no question, ROCKET. Wound them and destroy the cover, then anybody can hot-pick him since he has no cover anymore. Oh and that rocket on a cyberdisk if you have the robotic skill... kill both dorne and wound the cyberdisk quite a lot.
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Sirus

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #4180 on: October 21, 2012, 04:37:32 pm »

The problem with the heavy weapons is that they have lower accuracy than other weapons of their tech level. Even with SCOPEs, a Heavy tends to have much lower Aim than a Support with a rifle (especially one of those light plasma rifles). This improves their suppression and overwatch by giving them better odds to hit. Plus rifles seem to have more ammo capacity, so they can suppress more frequently.

And by "better" Overwatch I mean that they can shoot at attacking enemies, not just moving ones. Yes, you risk getting attacked, but the fact is that no other class can do that, not even the snipers.
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Neonivek

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #4181 on: October 21, 2012, 04:44:14 pm »

Quote
And by "better" Overwatch I mean that they can shoot at attacking enemies, not just moving ones. Yes, you risk getting attacked, but the fact is that no other class can do that, not even the snipers.

I know. I am just rating overwatch enhancements.

In practice I find the "shoot at an attacking enemy" to be the least useful overwatch that could have been a very useful overwatch if they included one thing: You shoot first.

It is hard to say who is the worst but I only have to go by who gets me out of jams. Assaults and Snipers seem to be my go to characters who I always want at least two of on a mission (assaults mind you are sort of a "Not good right away" class). So I don't think I'd put them on that boat. (I've even considered doing missions without a support). Afterall who needs defense when you can clear an entire group of enemies in a single turn? (As for the best... I'd probably go with... Assault by a small margin. Snipers indeed are the offensive, accurate, power house of the game... but assaults have more going for them)

It only leaves Heavy and Support.
« Last Edit: October 21, 2012, 05:01:57 pm by Neonivek »
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Kagus

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #4182 on: October 21, 2012, 04:58:51 pm »

I actually have to wonder if that ability is at all helpful...  With normal overwatch, you shoot when the enemy is moving...  I.E., probably not in cover.  This just uses up your overwatch turn by firing at someone who is almost certainly in cover, plus the accuracy debuff.

Sharp

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #4183 on: October 21, 2012, 05:00:16 pm »

That extra movement is awesome, all the classes are good and mixed composition is best.

The extra movement can lead to flanking shots for easy kills, assault run and gun is riskier, yes can go a lot further but cant use items or abilities and once you dash you cant go back so your screwed if you reveal an enemy and they flank you. Also no cooldown.

3 tiles can also be the difference between exposed and full cover.
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Neonivek

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #4184 on: October 21, 2012, 05:05:05 pm »

The thing is that the enhanced movement of the Support isn't that useful in the grand scheme of things as extra movement since the Assault can do it better and the sniper doesn't need it.

It does however give the medic the very useful ability to heal whoever they want quite easily and get into support ranges with little effort. It enhances their support ability.

Drawing enemies can be done just as easily with someone in medium, movement enhancing, armor.
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