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Author Topic: XCOM: Enemy Unknown (New by Firaxis)  (Read 969015 times)

Neonivek

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #4980 on: December 06, 2012, 04:17:53 pm »

I heard they also allow you to use the blaster bomb from the early game, but that could actually be a rumour.

I think it does let you get a blaster bomb, but not until the 3rd mission in the series. So while it's earlier than you would normally be able to get it is not super-early.

A response, I think, to the fact that many people finish the game without ever getting to research blaster bombs or fusion lances.

It is kinda what turned me off the idea of DLC is that they give you those devices early.

I really dislike it when expansions and DLC slowly destabalise the game.
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nenjin

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #4981 on: December 06, 2012, 05:21:03 pm »

TBH, I get the impression XCOM is going to shake out like most AAA titles: the DLC will be meh and the core gameplay will change very little. I read reviewers saying stuff like "I was hoping for more tech, more aliens, more maps, ect...." and that seems to be the opposite direction Firaxis is going. I don't think they're planning on growing the game in meaningful ways. I'd be happy to be wrong but the content of the last DLC isn't giving me much hope.
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Mephansteras

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #4982 on: December 06, 2012, 05:29:25 pm »

Well, the developers stated that they wanted to avoid having DLC that fundamentally changed the mechanics of the game. So at least the bulk of the DLC should be expected to be things like new council missions and cosmetic additions. They specifically wanted to avoid the 'Pay money for an easier game'. I'm not sure if this DLC lives up to that or not, but since I haven't played it...I couldn't say.

That said, I think more maps would be a welcome addition that doesn't break their goal of not restricting mechanics to a DLC. New aliens and weapons would be nice as long as they didn't change the balance of the game so much as provide more variety.

For example, a grenade launcher with several rounds as an alternative to the heavy's rocket launcher would be cool. Reduced damage, but able to fire grenades at rocket distance would be quite handy in some situations.
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nenjin

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #4983 on: December 06, 2012, 05:33:16 pm »

I don't think adding more alien types or higher level tech would make the game easier. To me, council missions and cosmetics are pretty much the definition of "meh" DLC because it has next to no impact on game play. Because you're essentially paying for splash screens, scripting and art assets. And those aren't the things that motivate me to buy. ESPECIALLY when the council missions themselves amount to "have an NPC, get them to the square!' or the bomb missions. (Which I find I don't really like because it's an artificial timer that forces you to play a certain way....whereas in terror missions, you can let every single civilian die and still complete the mission, so how you want to play is still ultimately up to you.)

More maps just seems like a no-brainer, since they decided they wanted hand-crafted environments over randomly generated ones. A pack of 20 to 30 maps is easily DLC I would pay for.
« Last Edit: December 06, 2012, 05:35:10 pm by nenjin »
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Cautivo del Milagro seamos, Penitente.
Quote from: Viktor Frankl
When we are no longer able to change a situation, we are challenged to change ourselves.
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Its kinda silly to complain that a friendly NPC isn't a well designed boss fight.
Quote from: Eric Blank
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Quote from: MrRoboto75
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Mephansteras

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #4984 on: December 06, 2012, 05:39:28 pm »

I'd be fine with more council mission types, as opposed to the specific story-lines that they have right now. Things like helping a unit of regular soldiers fight off an alien attack. Or stopping an Abduction in progress with civilians actually around.

Or even better, invading smaller alien bases and taking them out. Maybe even some ways to bring countries back who've withdrawn support.

Those would all be cool.

More maps for the general pool would also be awesome, since right it's easy to have seen all the maps so many times they lose much of their strategic interest after a few plays. Realistically, I think map packs would be the best addition the devs could focus on. They add to the replayability of the game and don't need the heavy testing that more weapons or aliens would add.

I would expect that actual game changing additions would be full on expansions rather than DLC.
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Sharp

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #4985 on: December 06, 2012, 05:48:33 pm »

The limited maps really are annoying, also the issue of multiple start points so it's never the same, I would say 3/4 of the maps have 1 start point, even the aliens generally spawn in the same places so you already have a good idea of where they are and where to go (or not go) to see them.
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Neonivek

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #4986 on: December 06, 2012, 07:09:15 pm »

They could also add randomised maps that are built out of set peices.
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Mephansteras

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #4987 on: December 06, 2012, 07:16:19 pm »

They could also add randomised maps that are built out of set peices.

That is apparently something they wanted to do but due to limitations of the Unreal engine it's rather difficult to pull off well.

I'm really hoping we get random maps eventually, but for now I'd be happy if we just get more maps.
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majikero

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #4988 on: December 06, 2012, 08:55:24 pm »

I'd pay for more maps and culture specific maps.
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Jelle

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #4989 on: December 07, 2012, 06:12:57 pm »

Finally got to playing this game, been looking forward to it after hearing so much about it.

I'm loving the setting so far, love turn based strategy gameplay as well.
Only....this game really does have a lot of RNG doesn't it. Pretty much all actions I've done asides from point blank shots and grenades seem to be heavily decided by chance. I really do detest excessive RNG...
Does the randomness get better after a while or am I, shall we say, out of luck?
« Last Edit: December 07, 2012, 06:22:52 pm by Jelle »
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Mephansteras

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #4990 on: December 07, 2012, 06:18:50 pm »

This game is all about managing risks with the RNG. It never goes away, and all shots have a 1% chance to hit and a 1% chance to miss, if I recall the code correctly.

So it mostly comes down to proper use of cover, flanking, skills, and explosives. Always remembers that grenades, while weak, are 100% accurate, do static damage, and remove cover. They are one of the few things in the game not effected by the RNG by default. Use them wisely.

Best basic tips I can give you to manage the RNG:

1) Always assume that every shot will fail and have a backup plan for if/when it does.
2) Always assume that the aliens will hit your guys if they can shoot at you. Getting out of LOS to get an overwatch shot on them is often better than taking a low % chance to hit and letting them shoot you.
3) Retreat is often a better tactic than pushing on. Short term, it lets you regroup and maybe find better cover. Worst case, cut your losses and run. Better to lose 4 out of 6 guys than 6 out of 6.
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majikero

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #4991 on: December 07, 2012, 06:22:57 pm »

Always assume that any hit will kill your guys in 1 shot.

Anything below 60% is essentially a miss.

3 miss in a row from 75% is bullshit.

The game hates you at classic.

You will die when you need to win the most.

Just some things to keep in mind.
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Neonivek

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #4992 on: December 07, 2012, 06:25:10 pm »

Quote
Does the randomness get better after a while or am, shall we say, out of luck?

It gets better in a sense because your units and their gear means that you will always be seeking to get near guarenteed, if not outright guaranteed, shots.

As well weapons just keep getting more and more accuracy until they kind of get rediculous in that respect. It is FAR from impossible to have a 100% shot on enemies with cover.
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nenjin

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #4993 on: December 07, 2012, 08:00:56 pm »

To me the early game can be the least forgiving part. Once you get decent armor and a few extra HP on your guys through levels, short of a monster crit from a late game weapon (usually delivered at point blank) most of your guys can survive at least one shot. And then you can fall them back to safety. Early game, not so much.

So being meticulous really helps. For example, never sprint ahead if doing so will possibly reveal enemies. Always move your half move rate and then over watch. Move, overwatch, move, overwatch. Maybe even move HALF your half move, then overwatch. The worst situation you can create is a full move sprint that reveals 2 groups of enemies at the same time. On normal, it's not necessarily that bad because the enemy AI is deliberately stupid and doesn't always capitalize on your mistakes. In classic, revealing 2 groups at the same time will probably get that soldier killed.

On normal, you can basically reveal an enemy, fall back into full cover and put all your guys on overwatch, and the aliens will march into your guns and get killed. (RNG withstanding.)
« Last Edit: December 07, 2012, 08:06:54 pm by nenjin »
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Cautivo del Milagro seamos, Penitente.
Quote from: Viktor Frankl
When we are no longer able to change a situation, we are challenged to change ourselves.
Quote from: Sindain
Its kinda silly to complain that a friendly NPC isn't a well designed boss fight.
Quote from: Eric Blank
How will I cheese now assholes?
Quote from: MrRoboto75
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Sirus

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #4994 on: December 07, 2012, 08:01:48 pm »

Quote
Does the randomness get better after a while or am, shall we say, out of luck?

It gets better in a sense because your units and their gear means that you will always be seeking to get near guarenteed, if not outright guaranteed, shots.

As well weapons just keep getting more and more accuracy until they kind of get rediculous in that respect. It is FAR from impossible to have a 100% shot on enemies with cover.
Mostly just with the specialist sniper weapons, though. Which you'd expect to have the accuracy and power to do such things.
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