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Author Topic: XCOM: Enemy Unknown (New by Firaxis)  (Read 973967 times)

Darkening Kaos

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #4770 on: November 06, 2012, 08:59:02 pm »

@Flying Dice
I'd use AC-IN instead purely because of the continuing flames, plus, if the mission was at night, you'd see a hell of a lot further and could snipe at anything, especially if a couple of your guys had any acuracy to speak of.
It was a strategy I took into TFTD and Apoxylips, always bought up every incendiary round available; rockets; bullets; 'nades, whatever.
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Sonlirain

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #4771 on: November 06, 2012, 10:14:31 pm »

@Flying Dice
I'd use AC-IN instead purely because of the continuing flames, plus, if the mission was at night, you'd see a hell of a lot further and could snipe at anything, especially if a couple of your guys had any acuracy to speak of.
It was a strategy I took into TFTD and Apoxylips, always bought up every incendiary round available; rockets; bullets; 'nades, whatever.

Hah i also always ended up without IC ammo in apoc. All my men had to have at least one Diablo Nade.
Hell i even gave two autocannons to androids so thay can akimbo them.
And yet the entire gang couldn't make more than 10 grenades a week.


As for the new game...

Spoiler (click to show/hide)
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GlyphGryph

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #4772 on: November 06, 2012, 10:34:57 pm »

They are just remote control units for sectoids. You can actually see a large number of them if you avoid destroying the base.
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Flying Dice

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #4773 on: November 06, 2012, 11:31:36 pm »

Ah, I always carried IC on night missions. But I normally left it out for space considerations.


Re: New-X-COM HWPs: How useless are they? I've heard very.
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Mephansteras

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #4774 on: November 06, 2012, 11:55:31 pm »

Ah, I always carried IC on night missions. But I normally left it out for space considerations.


Re: New-X-COM HWPs: How useless are they? I've heard very.

Nah, they're really good. Just bugged, so that if you lose one without having a back-up in the barracks any future ones you build won't work. This is on a type basis, so a normal SHIV and an Alloy SHIV are different.

They'll be fixed with the next patch, though.
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Flying Dice

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #4775 on: November 07, 2012, 12:31:19 am »

Wow. Firaxis really did rush it a bit, didn't they? Seems like I can't read/watch/talk about the game without noticing a bug. Eh, s'more reason to be glad I held off on buying it for a bit. Not that my current PoS could run it.
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Neonivek

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #4776 on: November 07, 2012, 12:35:44 am »

Wow. Firaxis really did rush it a bit, didn't they? Seems like I can't read/watch/talk about the game without noticing a bug. Eh, s'more reason to be glad I held off on buying it for a bit. Not that my current PoS could run it.

Well not just bugs but also many features that are either missing or included but limited.

Heck there is one cutscene that includes two clones trying to save eachother (which is possibly a parody though) because they didn't have any other models.
« Last Edit: November 07, 2012, 12:38:57 am by Neonivek »
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Nadaka

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #4777 on: November 14, 2012, 12:49:12 pm »

Yea. picked up this game a couple days ago and its pretty awesome.
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shadenight123

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #4778 on: November 14, 2012, 01:28:10 pm »

And the alien base was stormed!
Six went in, but three came out.
Chrysalids everywhere.
Not a single Muton, but hell, i'd have rather preferred those guys.
Oh, and sniping sectoids. (And when you remain with the last three guys, two of which with only one tick of health, and Slim men in the final room+psychic commander? Got lucky with Headshot)
But we WON! Right? Right guys? That's the end right!?
...
chuckles.
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“Well,” he said. “We’re in the Forgotten hunting grounds I take it. Your screams just woke them up early. Congratulations, Lyara.”
“Do something!” she whispered, trying to keep her sight on all of them at once.
Basileus clapped his hands once. The Forgotten took a step forward, attracted by the sound.
“There, I did something. I clapped. I like clapping,” he said. -The Investigator And The Case Of The Missing Brain.

Nadaka

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #4779 on: November 14, 2012, 04:09:21 pm »

Ugh, most of my heavy hitters were wounded on the last mission, and now my green recruits are having a hell of a time capturing this damn saucer. About to say screw resources and rely heavily on grenades. The map just doesn't have enough cover and they keep getting pinned down and flanked.
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Take me out to the black, tell them I ain't comin' back...
I don't care cause I'm still free, you can't take the sky from me...

I turned myself into a monster, to fight against the monsters of the world.

shadenight123

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #4780 on: November 14, 2012, 04:13:52 pm »

I find that snipers with squad sight makes the world go round and about.
Especially if the sniper doesn't even move from the start zone and you give him a Scope.
Really...
what world would we live in, without scope and squad sight?
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“Well,” he said. “We’re in the Forgotten hunting grounds I take it. Your screams just woke them up early. Congratulations, Lyara.”
“Do something!” she whispered, trying to keep her sight on all of them at once.
Basileus clapped his hands once. The Forgotten took a step forward, attracted by the sound.
“There, I did something. I clapped. I like clapping,” he said. -The Investigator And The Case Of The Missing Brain.

Mephansteras

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #4781 on: November 14, 2012, 04:24:36 pm »

Ugh, most of my heavy hitters were wounded on the last mission, and now my green recruits are having a hell of a time capturing this damn saucer. About to say screw resources and rely heavily on grenades. The map just doesn't have enough cover and they keep getting pinned down and flanked.

Anytime you're having problems, saying 'Screw resources, we have explosives!' is usually the right plan. High level troops are worth more than their equipment, although better equipment always helps.
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The Scout

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #4782 on: November 14, 2012, 04:50:09 pm »

I find that snipers with squad sight makes the world go round and about.
Especially if the sniper doesn't even move from the start zone and you give him a Scope.
Really...
what world would we live in, without scope and squad sight?
Run and Gun snipers with the Advanced Scope. Good aim, good fire power.
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GlyphGryph

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #4783 on: November 14, 2012, 05:02:27 pm »

Finally encountered the true power of Chrysalids. One jumped my squad, and all the shots on him missed. Then I had one less guy, and a zombie, and another chrysalid joined the party.

:(

Up until then they were jokes, but now I understand.
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Flying Dice

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #4784 on: November 14, 2012, 05:56:48 pm »

Just remember, if you get a terror mission with Chrysies, kill the civilians first. There's no way that Firaxis has changed things enough for that to be a bad idea. In fact, flatten as many of the buildings as possible with explosives, because that also seems like it will continue to be a good idea.
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Aurora on small monitors:
1. Game Parameters -> Reduced Height Windows.
2. Lock taskbar to the right side of your desktop.
3. Run Resize Enable
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