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Author Topic: XCOM: Enemy Unknown (New by Firaxis)  (Read 959500 times)

Sergius

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #4800 on: November 15, 2012, 02:08:35 pm »

I think Rift is a different attack, that hits over several turns, and whatever the Eths do only blows up once?
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Flying Dice

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #4801 on: November 15, 2012, 02:53:35 pm »

But the dumbed-down inventory system (and lack of real statbuilding) means that the old deal with MCing a muton, forcing it to strip and take a laser pistol, then surrounding it with your power/flying armored troops equipped with normal pistols is no longer either possible or necessary. I swear, half the fun of it was finding all the absurd ways that you could game the system, and realizing that you practically need to do them if you want to survive Cydonia.


Also missed: Grenade relays. Or in the endgame, Hi-Ex relays.
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Aurora on small monitors:
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Kagus

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #4802 on: November 15, 2012, 03:54:26 pm »

Also missed: Grenade relays. Or in the endgame, Hi-Ex relays.

Also also: Heavy weapon gunner teams.  Give someone a big, heavy gun like an autocannon or rocket launcher (or in TFTD, the much-used Gas cannon) and have some particularly worthless scrub carry the extra reloads.

Worked for me a few times during the early stages.  Although the "particularly worthless scrub" wound up being my most prized asset thanks to his throwing ability.  He'd toss ammo to anyone nearby, while also annihilating the enemy with perfectly-placed grenades and explosive packs.

Speaking of which, I do miss dedicated grenadier troopers as well...

Sergius

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #4803 on: November 15, 2012, 04:37:30 pm »

But the dumbed-down inventory system (and lack of real statbuilding) means that the old deal with MCing a muton, forcing it to strip and take a laser pistol, then surrounding it with your power/flying armored troops equipped with normal pistols is no longer either possible or necessary. I swear, half the fun of it was finding all the absurd ways that you could game the system, and realizing that you practically need to do them if you want to survive Cydonia.

Accessing enemy inventories was a bug anyway.
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Flying Dice

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #4804 on: November 15, 2012, 04:48:15 pm »

But the dumbed-down inventory system (and lack of real statbuilding) means that the old deal with MCing a muton, forcing it to strip and take a laser pistol, then surrounding it with your power/flying armored troops equipped with normal pistols is no longer either possible or necessary. I swear, half the fun of it was finding all the absurd ways that you could game the system, and realizing that you practically need to do them if you want to survive Cydonia.

Accessing enemy inventories was a bug anyway.

Doesn't mean it wasn't both useful and amusing.
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2. Lock taskbar to the right side of your desktop.
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gogis

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #4805 on: November 17, 2012, 03:13:17 pm »

OMG, this IS a game design masterpiece. Seriously, all tedium is gone, and all edges curved out perfectly. I have no idea about story/detalization flaws, but tactical combat done perfectly, no doubt.

To many things to say, but wait... I better to continue to play, sorry.
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Azated

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #4806 on: November 17, 2012, 03:47:30 pm »

After hearing all good things about the game, I decided to download it. With very little foreknowledge about Enemy Unknown or any previous XCom games, I was pleasantly surprised at the complexity of the game (compared to other similar games). I loved that it wasn't totally linear and gave you the power to decide what to do. I like equipping my troops with weapons I'd researched, and I loved the graphics. The story was interesting too, and the little tidbits here and there about the aliens was fun to learn.

However, character development felt a little rigid. Soldiers were given a class at recruitment and had very little choice of customization. One of two skills each level is a bit disappointing.

There were also a few minor bugs that encountered, such as the build/buy menu vanishing into thin air and weapons firing in the wrong direction (which didn't affect the game at all and was just a graphical bug or something).

In my opinion, this is a definite buy. Many hours of fun to be had here.
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Sensei

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #4807 on: November 17, 2012, 03:52:42 pm »

Say, did they ever fix the invisible SHIV bug?
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Kagus

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #4808 on: November 17, 2012, 04:00:43 pm »

Say, did they ever fix the invisible SHIV bug?

What invisible SHIV bug?  I don't see any invisible SHIV bug.

forsaken1111

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #4809 on: November 17, 2012, 04:01:46 pm »

Say, did they ever fix the invisible SHIV bug?
Yes
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Neonivek

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #4810 on: November 17, 2012, 04:32:51 pm »

OMG, this IS a game design masterpiece. Seriously, all tedium is gone, and all edges curved out perfectly. I have no idea about story/detalization flaws, but tactical combat done perfectly, no doubt.

To many things to say, but wait... I better to continue to play, sorry.

Is this a joke? The game still has quite a few rough edges.

You will notice enemies doing impossible shots, a few missing details and equipment, and glitches galor.

It isn't so bad... but "Design masterpeices with no rough edges" is sort of pushing it.
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forsaken1111

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #4811 on: November 17, 2012, 04:42:11 pm »

OMG, this IS a game design masterpiece. Seriously, all tedium is gone, and all edges curved out perfectly. I have no idea about story/detalization flaws, but tactical combat done perfectly, no doubt.

To many things to say, but wait... I better to continue to play, sorry.

Is this a joke? The game still has quite a few rough edges.

You will notice enemies doing impossible shots, a few missing details and equipment, and glitches galor.

It isn't so bad... but "Design masterpeices with no rough edges" is sort of pushing it.
Neo can't stand someone as positive as he is negative.
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Neonivek

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #4812 on: November 17, 2012, 04:43:07 pm »

OMG, this IS a game design masterpiece. Seriously, all tedium is gone, and all edges curved out perfectly. I have no idea about story/detalization flaws, but tactical combat done perfectly, no doubt.

To many things to say, but wait... I better to continue to play, sorry.

Is this a joke? The game still has quite a few rough edges.

You will notice enemies doing impossible shots, a few missing details and equipment, and glitches galor.

It isn't so bad... but "Design masterpeices with no rough edges" is sort of pushing it.
Neo can't stand someone as positive as he is negative.

Actually in this case he is being much more possitive then I am negative.

So in your face Forsaken!!!!
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umiman

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #4813 on: November 17, 2012, 05:13:43 pm »

No, pretty sure he's as positive as you are negative.

Gunner-Chan

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #4814 on: November 17, 2012, 05:18:21 pm »

Yeah. Exactly positive as negative.

Though I will say I do agree with the no tedium part. Old X-com often got too damn clunky for it's own good in the extreme. And I say this as someone who honestly enjoyed Terror from the deep non ironically.
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