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Author Topic: XCOM: Enemy Unknown (New by Firaxis)  (Read 973989 times)

Mephansteras

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #4740 on: November 02, 2012, 10:03:37 am »

Got really ticked with myself last night.

New campaign, 2nd month. I had 3 satellites queued up and three nations needing them. Had new soldiers showing up right before the council report. I figure, hey, I'll wait until the new soldiers show up, get them sorted out and color-coded, launch the satellites, and then deal with the council.

Soldiers show up. Before I hit the button to stop scanning - COUNCIL REPORT!

Damn it. There goes Brazil, Argentina, and the UK. And I was going to shave weeks off my research list by getting the SA bonus, too. Not to mention the loss of income for that month by not having those nations with satellite coverage.

*SIGH*

Should have just launched them a few days before.

Oh, well. It's Ironman and we're doing well otherwise. Not going to give up yet. Big blow that was 100% my fault, though.
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kingfisher1112

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #4741 on: November 02, 2012, 10:34:20 am »

I had my First game. Great troops, but it was too much. I didn't push out armour and weapons fast enough. I was swamped, and lost many great ranked men. I finally lost the battle against the aliens.
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Aavak

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #4742 on: November 02, 2012, 06:08:41 pm »

Bloody hell this game can be brutal... but much like the original, even after a sound beating, it's not over unless you give up! I've been slowly sliding down towards defeat via council lack of confidence for the last few episodes of my let's play, feeling a bit bad that it'd end this way (classic, ironman, so no save to jump back to in order to fix early mistakes). Then, at around the 12 and a half hour mark things start to show signs of turning around! Huzzah! Not out of the woods yet, but at least there's now some hope that I'll be able to turn this playthrough into a win :)

Still, biggest mistake I've made, not putting enough emphasis on engineers and satellites early on. Par for the course with a blind playthrough I guess, but still feel that I've caused a lot of extra work for myself by just not paying more attention to game mechanics. Didn't realise engineers were like a resource now, rather than a time thing; you either have enough to start work on the project, or you don't. Very nearly cost me the game. Still might, as I've only got one bar left on my doom meter...

Still, all things said and done, I'm really enjoying things still.

The Scout

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #4743 on: November 02, 2012, 06:23:21 pm »

15 mutons on the second mission involving them. Not enough alloys to equip my squad in decent weapons, so they're getting decimated everytime I try it. And the fact it's 3 snipers and a assault.
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Neonivek

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #4744 on: November 02, 2012, 06:26:28 pm »

15 mutons on the second mission involving them. Not enough alloys to equip my squad in decent weapons, so they're getting decimated everytime I try it. And the fact it's 3 snipers and a assault.

Here is a trick

If you research Rifles the aliens will suddenly have rifles.

If you research heavy rifles the aliens will suddenly have heavy rifles.

I didn't build a SINGLE Plasma or Heavy Plasma Rifle.
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Cthulhu

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #4745 on: November 02, 2012, 06:50:12 pm »

And then you can have fun trying to use laser rifles on sectopods.
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The Scout

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #4746 on: November 02, 2012, 07:00:16 pm »

I mean, it's April and I already have the skeleton key, but no armor and light plasma rifles. They are like living glass cannons. They kicked the shit out of a cyberdisk though.
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Robosaur

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #4747 on: November 02, 2012, 10:54:16 pm »

normal mode ironman run

died fighting the uber ethereal.
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Neonivek

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #4748 on: November 02, 2012, 10:56:47 pm »

.
7) My goodness give Cops, Bodyguards, and Soldiers guns. The Escort can be weaponless...
-I believe this was, as with a lot of things, a feature they couldn't finish because of AI problems.
I don't know why it was taken out, but they DO carry guns. All that's missing is the... guns. I'm surprised I haven't seen them in any invisible object memes since they are clearly carrying weapons in game, say they are going to help you shoot the aliens, etc. and so on, except the weapons are invisible.

I think it is AI problems personally. They likely had a hard time creating an ai that fights against eachother.

The game has strong hints at being rushed somewhat. Not entirely rushed mind you, only so much that 'missing features' and 'weird features' seem to crop up now and then.
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GlyphGryph

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #4749 on: November 02, 2012, 11:21:48 pm »

I have a feeling balance issues are more likely to be responsible. It's a turn based game - some simply AI would have been easy enough, especially considering they already implemented it for the aliens. Simply have computer vs. computer ai would have been trivial at that point.

Mind you, the inability to balance it properly (and the fact that they left the gun-holding animations in) could certainly have been due to things being rushed or them running out of time (not always the same thing, really).
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Neonivek

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #4750 on: November 02, 2012, 11:25:52 pm »

Just give the weapon weilding NPCs some inferior weaponry.
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jocan2003

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #4751 on: November 02, 2012, 11:44:10 pm »

So we all know that X-Com weapons are *top of the line* so just give them a M16rifle doing 1 damage since they are CLEARLY not the *top of the line*. Would be nice to see locals shooting at aliens once in a while, even if they dont kill just barely scratch them, would give out more immersion, deseperate will to survive against all odd.

I dont even know if what i just said mean anything.... hate being french XD
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EnigmaticHat

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #4752 on: November 03, 2012, 12:11:43 am »

Just give the weapon weilding NPCs some inferior weaponry.

My guess is that NPCs were getting killed before they could point you in the right direction and so the devs switched them into part-of-the-scenery mode.

What I think would be cool is if the local armies/police tried to fend off the aliens in terror and abduction missions, and you had the option of telling them to go home or keeping them around as cannon fodder.  There could be some sort panic reduction penalty to avoiding army deaths, or it could just be a morality thing (because we all know how much xcom players care about morality, heh).

There could be named army commanders that came back for recurring missions in the same country if they survived previous missions, and they could level up for each mission they survive and come equipped with any armor/weapons you gave to their country.
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Parsely

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #4753 on: November 03, 2012, 12:29:36 am »

Just give the weapon weilding NPCs some inferior weaponry.

My guess is that NPCs were getting killed before they could point you in the right direction and so the devs switched them into part-of-the-scenery mode.
Well that could easily be avoided if they only became active once you "contacted" them. If they were actually made effective in any sense, you could easily just ramp up the difficulty of the mission once you grab them (one or two extra thin men perhaps) instead of having them remain entirely useless by dealing [1DMG] and so on.
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Darkening Kaos

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #4754 on: November 03, 2012, 07:45:29 pm »

They cannot be harmed at the moment, I had a Thin Man spit on one of my guys who was standing between two of the supporting characters, and neither of them took damage, despite them having tags that said they were poisoned, and they did that jerking thing that represents them taking damage from the poison at the start of your turn.
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