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Author Topic: XCOM: Enemy Unknown (New by Firaxis)  (Read 973305 times)

majikero

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #5295 on: January 07, 2013, 01:13:29 pm »

WHY IS THE ETHEREAL WANDERING AROUND!

Stay in the control room like proper alien overlord.
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Mageziya

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #5296 on: January 07, 2013, 06:44:16 pm »

In the old games they did that. To be honest, a psionic monster floating randomly around the battle field is far more terrifying than one cooped up in a room that you are prepared for.
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Every dwarf, every dwarven man, women, and child, that comes to our forts will die there; it's truly sad when you think about it. And we ask our selves, why? Why do we push forward, knowing this fate, that we are destined for failure? Because, this game grasps the concept of mortality. Some games you can never lose, but we all stop eventually, causing a 'death' to those game's 'worlds'. Dwarf Fortress gives us a definite end, knowing that we will leave that world eventually, and move on to more.

USEC_OFFICER

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #5297 on: January 07, 2013, 06:55:25 pm »

Though, to be fair, they only wandered around on UFOs crewed only by Ethereals. On the other UFOs they didn't exist. :P
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Lightningfalcon

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #5298 on: January 07, 2013, 08:30:05 pm »

Do the Crysalid zombies spawn new Crysalids anymore?  I haven't reached classical yet, but on normal they aren't nearly as close to being as terrifieing as they were on easy in the original. 
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Interdum feror cupidine partium magnarum circo vincendarum
W-we just... wanted our...
Actually most of the people here explicitly wanted chaos and tragedy. So. Uh.

Remalle

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #5299 on: January 07, 2013, 08:34:08 pm »

If you don't kill them in a few turns they hatch new chryssalids, yes.
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Lightningfalcon

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #5300 on: January 07, 2013, 08:37:11 pm »

Still much better then the original ones I guess.  Still wish they gave you the option of carrying grenades with set timers.
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Interdum feror cupidine partium magnarum circo vincendarum
W-we just... wanted our...
Actually most of the people here explicitly wanted chaos and tragedy. So. Uh.

Sharp

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #5301 on: January 07, 2013, 08:42:37 pm »

The timed grenade thing was something I didn't really see the point of in original XCOM, it's hard to predict where enemies are going to be in the next turn let alone 3 turns ahead. That being said I did like that you threw it but you don't know if it's actually going to kill the aliens until it's the aliens turn.
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GlyphGryph

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #5302 on: January 07, 2013, 09:21:03 pm »

On normal and easy Chrysalids don't really happen "off-screen"

On classic or impossible, you can quickly get a situation with them multiplying rather rapidly.
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umiman

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #5303 on: January 07, 2013, 10:54:50 pm »

On normal and easy Chrysalids don't really happen "off-screen"

On classic or impossible, you can quickly get a situation with them multiplying rather rapidly.
With mods they actively attack civilians off screen too, so you actually get a ridiculous horde of Chrysalids.

Anvilfolk

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #5304 on: January 08, 2013, 05:26:11 am »

Looks like Second Wave is officially coming out soon/now/a while ago: RPS article. For free :)

Tarran

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #5305 on: January 08, 2013, 05:48:42 am »

But to unlock all the options you're going to have to finish the game on Impossible...
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Tarran has the "Tarran Bug", a bug which causes the affected character to repeatedly hit teammates while dual-wielding instead of whatever the hell he is shooting at.

GlyphGryph

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #5306 on: January 08, 2013, 07:11:28 am »

On normal and easy Chrysalids don't really happen "off-screen"

On classic or impossible, you can quickly get a situation with them multiplying rather rapidly.
With mods they actively attack civilians off screen too, so you actually get a ridiculous horde of Chrysalids.

They do this on Impossible and (to a lesser extent) Classic already.

Looks like Second Wave is officially coming out soon/now/a while ago: RPS article. For free :)
It had better be goddamn free, since it was not only supposed to but DID ship with the core game, albeit disabled.

Good to know they'll be available to the general audience, though. Especially "Not Created Equal" which adds quite a bit of fun to the game.
« Last Edit: January 08, 2013, 07:17:25 am by GlyphGryph »
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timferius

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #5307 on: January 08, 2013, 07:24:03 am »

On normal and easy Chrysalids don't really happen "off-screen"

On classic or impossible, you can quickly get a situation with them multiplying rather rapidly.
With mods they actively attack civilians off screen too, so you actually get a ridiculous horde of Chrysalids.

They do this on Impossible and (to a lesser extent) Classic already.

Looks like Second Wave is officially coming out soon/now/a while ago: RPS article. For free :)
It had better be goddamn free, since it was not only supposed to but DID ship with the core game, albeit disabled.

Good to know they'll be available to the general audience, though. Especially "Not Created Equal" which adds quite a bit of fun to the game.

If you read the RPS interview, Jake sounds pleased that modders got to it first, because it gave them a firm list of what was and wasn't working yet, and some ideas for tweaks.
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MetalSlimeHunt

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #5308 on: January 08, 2013, 03:33:12 pm »

Just started a game on Classic Ironman, with the following Second Wave options active:

Spoiler (click to show/hide)

I have neither the Classic nor Impossible options unlocked, so hopefully this will change that somewhat.
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Metalax

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #5309 on: January 08, 2013, 03:43:35 pm »

I've just got to do an impossible run now to unlock the last four options.

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The Greater Good: Psionics can only be learned from interrogating a psionic alien.
Is it bad that I didn't realize that this wasn't already the case in the base game?  ??? I've never failed to capture the base commander, and his interrogation has always been the first project after the mission.

Any guesses on how long it will be for the first person to finish Impossible Ironman with all second wave enabled?
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