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Author Topic: XCOM: Enemy Unknown (New by Firaxis)  (Read 959690 times)

Metalax

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #4605 on: October 28, 2012, 03:09:10 pm »

You WILL have to cheat to win, though. Remember that. Should only take a couple minutes, but I'm not sure when you have to do it offhand.
?

Can you be more specific?

Marathon is bugged; there's a portion of the game that requires a particular item to be acquired in order to progress, but Marathon tweaks this to require that you get two of them.  Since it's impossible to get two of them through standard play, you need to make the changes mentioned in order to progress beyond that point.

There are only two occasions that you get only one of something you need to use as far as I can tell, at the end of the base assault and the outsider ufo retrieval. Which one is it that you need to change things for?
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MorleyDev

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #4606 on: October 28, 2012, 03:32:28 pm »

Fucking Chryssalids.

First Terror Mission of a new Classic Ironman attempt, and all I have uninjured are a heavy and three squaddie snipers. Yaaay. So I send the heavy ahead and keep the snipers overwatching, hoping they'll just snipe-shred anything he comes across. Some floaters float on-screen and go down fine enough in a couple of turns, some injuries to my snipers but nothing else.

Then I come across the last enemies on the map, two Chryssalids drop down from the roof on TOP of my Heavy. Run away and let the snipers snipe, except only two of my snipers have clear shots and one misses. Next turn, Heavy killed.

Following turn, the nearest sniper is killed. Another sniper panics, and shoots and misses.

So over the following turns my second Sniper is killed, and I leg my surviving one back to the drop-off point. Which I can't find :S A zombie civilian and the zombie heavy and zombie sniper turn into more Chryssalids, and it ends with my last sniper panicking and hunkering down. Surrounded by three Chryssalids literally on the tiles next to him.

Fucking Chryssalids.
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MaximumZero

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #4607 on: October 28, 2012, 05:23:22 pm »

You WILL have to cheat to win, though. Remember that. Should only take a couple minutes, but I'm not sure when you have to do it offhand.
?

Can you be more specific?

Marathon is bugged; there's a portion of the game that requires a particular item to be acquired in order to progress, but Marathon tweaks this to require that you get two of them.  Since it's impossible to get two of them through standard play, you need to make the changes mentioned in order to progress beyond that point.

There are only two occasions that you get only one of something you need to use as far as I can tell, at the end of the base assault and the outsider ufo retrieval. Which one is it that you need to change things for?
Note, if you shoot down craft after you capture your Outsider, they will still have Outsiders on them until you raid the base.
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Zangi

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #4608 on: October 28, 2012, 05:30:48 pm »

Been talking about outsider shards?  Heck, you can get +20 of em if you take your time on progressing the 'story'.  Just don't immediately research them when you capture one. Or do they poof after the base? 
Either way... just slow down...
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The Scout

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #4609 on: October 28, 2012, 05:35:04 pm »

Mutons. My squad of 3 snipers with laser rifles and laser pistols, and the one support with a light plasma rifle were no match for 15 of them. I guess I'm teching too slow?
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Sharp

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #4610 on: October 28, 2012, 05:52:32 pm »

Your missing a heavy to blow up all the cover and an assault to flank or flush em out
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The Scout

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #4611 on: October 28, 2012, 05:58:48 pm »

Your missing a heavy to blow up all the cover and an assault to flank or flush em out
The snipers never missed, but they just couldn't do enough damage to kill the massive horde coming forth. And they grenaded the hell out of everything.
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GlyphGryph

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #4612 on: October 28, 2012, 06:07:00 pm »

There are only two occasions that you get only one of something you need to use as far as I can tell, at the end of the base assault and the outsider ufo retrieval. Which one is it that you need to change things for?

I'm pretty sure it's the base assault one, but I don't remember. Let me check...

Beacons. You need two beacons.

Also, I just learned why Chrysalids are such pushovers - turns out they can't zombify civilians you aren't looking at.

Suddenly there is a lot less pressure on terror missions.
« Last Edit: October 28, 2012, 06:09:26 pm by GlyphGryph »
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Mephansteras

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #4613 on: October 28, 2012, 06:29:30 pm »

Also, I just learned why Chrysalids are such pushovers - turns out they can't zombify civilians you aren't looking at.

Suddenly there is a lot less pressure on terror missions.

Depends on the difficulty setting: 0% on Easy and Normal, 50% on Classic, and 100% on Impossible.
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GlyphGryph

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #4614 on: October 28, 2012, 06:30:31 pm »

What are those percentages for, exactly?
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USEC_OFFICER

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #4615 on: October 28, 2012, 06:33:24 pm »

What are those percentages for, exactly?

The possibility of a Chryssalid zombifying a civilian that you can't see. On impossible each Chryssalid kill will create a zombie, on Classic only half of the time, and on Easy/Normal they'll never zombie unseen civilians.
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Darkening Kaos

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #4616 on: October 28, 2012, 06:37:56 pm »

       It looked like a nice easy mission, a small scout had landed they said, go check it out.

       So I sent my team of five colonels and one rookie, (for training, still trying to get a second heavy).
       It started easy, three heavy floaters popped up as soon as my first assault moved, the other five moved and shot, taking down two and seriously wounding the third.  During their turn, another pod of heavy floaters spawned and moved into position flanking my assault.  I moved him next turn and in doing so, triggered three Elite Mutons - "Easy Mission" just went out the window.  They must have been crammed on the small scout like sardines, and we all hope that the Mutons were using industrial-strength deodarant.  Eventually took those all down, by continually moving my team back and firing until we run out of space to "back" into.  Mission did not end.
       Searched the ship finding two outsiders and three more heavy floaters.  Close quarters fighting that the two assaults made look so easy, but the initial stage was where the challenge was.  The rookie, (who was promoted to Support, damn it), one sniper and both assaults took slight damage during all this. 
       I might have to stop procastinating and do the base mission soon, each fight is getting a little tougher.
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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #4617 on: October 28, 2012, 09:54:31 pm »

Two things:

One, miss chance on rockets is fucking bullshit.  Adding in a flat 10% failure rate on something like that just feels like a middle finger, you're used to getting it right and then every once in a while when you really need it, the game just tells you to go fuck yourself.  Change it to be more than just an occasional game-ruiner or get rid of it altogether.

Two, one of my supports got reaction-fired by a Muton.  Fortunately he was only critically wounded.  Unfortunately the physics launched him off the map.
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umiman

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #4618 on: October 28, 2012, 11:03:39 pm »

I played with a mod that made it so the AI will:
1) prioritize attacking civilians in terror missions
2) always spawn zombies when killed by chrysalids off the map (I didn't even realize the vanilla game didn't do this)

It was in my iron man impossible marathon game. Holy jesus cow that was terrifying. 12 zombies jumping out of the fow at the same time, then turning into chrysalids the next turn is horrifying! I think that was the first ever time I lost a terror mission. My most advanced piece of technology in that battle was a medkit lol. Damn you marathooooonnnn!!!!

LoSboccacc

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #4619 on: October 28, 2012, 11:10:09 pm »

What happens when the rocket misses? It never happened to me.

Has it a chance of splashing early killing the assault frontline?

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