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Author Topic: XCOM: Enemy Unknown (New by Firaxis)  (Read 973712 times)

Robosaur

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #4935 on: December 01, 2012, 06:22:15 pm »

I don't think anyone can move after falling from the sky.
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Neonivek

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #4936 on: December 01, 2012, 06:23:08 pm »

I don't think anyone can move after falling from the sky.

Many things can. A lot of creatures can fall harmlessly at their terminal velocity.
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Darkening Kaos

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #4937 on: December 01, 2012, 07:53:11 pm »

Don't you find that their poison spit is unerring over really long ranges?
It's a guaranteed three(?) points damage over a couple of rounds.  While I've never had more than one guy hit per combat, I imagine it could get nasty if they did it more often.  Even if each Thin Man could only spit once, imagine nine of them having a go.....
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Robosaur

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #4938 on: December 01, 2012, 07:57:19 pm »

I don't think anyone can move after falling from the sky.

Many things can. A lot of creatures can fall harmlessly at their terminal velocity.

Shush, you.
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Neonivek

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #4939 on: December 01, 2012, 08:00:14 pm »

I don't think anyone can move after falling from the sky.

Many things can. A lot of creatures can fall harmlessly at their terminal velocity.

Shush, you.

Good thing that wasn't a joke or else that article may even SLIGHTLY apply in the least.

Well ok... what Robosaur said was a joke. What I said was simply factual.
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Flying Dice

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #4940 on: December 01, 2012, 11:01:16 pm »

The most popular thing that makes me want to punch people may very well be linking to Cracked.
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Thexor

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #4941 on: December 02, 2012, 01:28:53 am »

Don't you find that their poison spit is unerring over really long ranges?
It's a guaranteed three(?) points damage over a couple of rounds.  While I've never had more than one guy hit per combat, I imagine it could get nasty if they did it more often.  Even if each Thin Man could only spit once, imagine nine of them having a go.....

Thin Men can spit more than once; the spit is on a cooldown. Also, like grenades, it has perfect accuracy (they pick an AoE to affect; everything in the AoE gets affected, guaranteed).

That said, carrying a Medkit or wearing Titan Armour grants complete immunity to poison. Being healed by a medkit removes the poison, in addition to healing any damage taken. And poison spit can't crit, unlike those light plasma rifles.

I'd take the slow, steady, and low damage of poison spit over a potential insta-kill any day. Or, to put it another way: a 100% chance of 3 damage, manageably spread out over 3 turns, is far preferable to a 30% chance of an 8-damage crit, killing a soldier instantly. :o
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GlyphGryph

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #4942 on: December 02, 2012, 11:11:34 am »

Good thing that wasn't a joke or else that article may even SLIGHTLY apply in the least.
Well ok... what Robosaur said was a joke. What I said was simply factual.

You clearly didn't read the item linked. Here's a summary for you: Stop trying so hard to make everyone think you are an idiot. No one cares about your facts unless they actually add something to the conversation. All it does is make you look incapable of regular social interaction. Stop being a buzzkill and generally terrible person. Stop ruining things for people.

I've got to say, I kind of agree with the article. But back to x-com!

I've only been defeated once with my multiplayer strat, against a player who'd played me before and was using a slightly modified version of my own strategy. And that was mostly because I didn't realize the bar had fucking awnings on one side. What bullshit! Argh! So I was robbed of battlefield knowledge by that fact that it was impossible for my thin man to get to the roof in a timely manner - by the time I arrived, the enemy had already established their defense stronghold up there. Bluh.

(I beat him a few times afterwards with that strat and others, and all I have to say about that is: It's incredibly stupid that chrysalids can only zombify humans)
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Parsely

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #4943 on: December 02, 2012, 12:36:56 pm »

(It's incredibly stupid that chrysalids can only zombify humans)
I disagree. How else are you supposed to deal with chrysalids if they can turn any unit, no matter how WEAK, into another chrysalid? T'would be unfair IMO if there wasn't a decent counter to them in multiplayer.
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Hanslanda

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #4944 on: December 02, 2012, 12:41:10 pm »

(It's incredibly stupid that chrysalids can only zombify humans)
I disagree. How else are you supposed to deal with chrysalids if they can turn any unit, no matter how WEAK, into another chrysalid? T'would be unfair IMO if there wasn't a decent counter to them in multiplayer.


Chrysalid's don't have guns. You counter them with superior firepower. :P I agree that it would be a tad bit insane for them to turn everything they killed into more Chrysalids, but it would hardly be impossible to win against them.
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GlyphGryph

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #4945 on: December 02, 2012, 12:46:21 pm »

They cost a third of your point total, only deal around 7 damage tops, can't effect flying units AT ALL, can't use cover, don't have a whole lot of life...


There are a dozen effective counters to them in multiplayer, to the point where they are completely useless right now.

To whit:
Flying units COMPLETELY negate them, of which there are plenty.
Easily outnumbered by alien units or even humans and gunned down before being able to do anything
Zombies, even when you get them, are so slow that killing them is trivial
Chitin armor, battle stims, or even units with just a straight decent amount of health can easily survive multiple chrysalid attacks, leaving the chrysalids as ripe target for revenge.
Any unit with a decent attack power can one shot them. (Snipers, heavies, assaults) with little effort.

The ONLY benefit they have is their near-immunity to mind-effects. And that's... not really all that great.
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Robosaur

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #4946 on: December 02, 2012, 02:30:31 pm »

You clearly didn't read the item linked. Here's a summary for you: Stop trying so hard to make everyone think you are an idiot. No one cares about your facts unless they actually add something to the conversation. All it does is make you look incapable of regular social interaction. Stop being a buzzkill and generally terrible person. Stop ruining things for people.

this is exactly what I was trying to say. Sorry for lacking the ability to not link to cracked in this situation but it was the easiest way to state my thoughts.

IN CONTINUATION.

Sectopods.
Fuck their overwatch.
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GlyphGryph

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #4947 on: December 02, 2012, 03:35:53 pm »

This is what assaults and snipers were invented for! Nothing like being able to ignore overwatch and take out a sectopod in a single turn.

Heavies can do the second but not the first, but they can also suppress, as can supports (and heavies can do 6 damage in the process at higher levels). A suppressed sectopod has a fairly low chance of hitting (their accuracy isn't super great), and if you suppress with a heavy/support and then smoke or tk-shield, you are pretty much perfectly safe.
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Sirus

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #4948 on: December 03, 2012, 01:03:57 am »

6 damage? I thought that even with plasma weaponry a heavy suppressing could only do 3 damage. Unless sectopods count as two targets for some reason.
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Tarran

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #4949 on: December 03, 2012, 01:26:22 am »

HEAT ammo with it's +100% robotic damage maybe?
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