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Author Topic: XCOM: Enemy Unknown (New by Firaxis)  (Read 968878 times)

MetalSlimeHunt

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #5430 on: January 18, 2013, 05:08:02 pm »

The pistols take less money and alloy. They increase the usefulness of snipers, but not much else.
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Leafsnail

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #5431 on: January 18, 2013, 06:03:05 pm »

Snipers with gunslinger are potentially better with their upgraded pistols than other soldiers are with their equivalent rifles.
« Last Edit: January 18, 2013, 08:14:59 pm by Leafsnail »
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Mageziya

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #5432 on: January 18, 2013, 06:59:25 pm »

Here's why I had pistols: I didn't have enough engineers to build a rifle.

I needed 12 engineers to build a laser rifle, how many did I have? 11

By the time the opportunity to get more engineers came by, I was already royally screwed and was unable to get them. (The engineers, that is.)
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MaximumZero

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #5433 on: January 19, 2013, 01:04:47 am »

I think, before I start Impossible, I'm going to mod in extra pockets for my soldiers. It's absolute crap that my d00dz can't carry a grenade, a medkit, and a scope all at once.
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forsaken1111

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #5434 on: January 19, 2013, 10:20:46 am »

I think, before I start Impossible, I'm going to mod in extra pockets for my soldiers. It's absolute crap that my d00dz can't carry a grenade, a medkit, and a scope all at once.
It really is kind of silly, agreed.
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casserol

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #5435 on: January 19, 2013, 12:46:58 pm »

So I picked up this game a while ago, persuaded for some reason i can't remember it'd be great.

Tried it last week end and OH MY GOD BEST GAME I PLAYED SINCE MOUNT AND BLADE OH THIS IS SO GOOD SO GOOD THIS IS....finished ? what ? all in all about 20 hours to get through the game on first playthrough(not counting two restart following early defeat, one to insane casualties and the other one to lagging behind in tech- I liked that if you're not develloping fast enough, comes a point where you just CAN'T beat the aliens). A bit disappointed at that. That was ironman classic.


Over the past week i tried a bit the 1994 xcom, promising but couldn't set it right to play on dosbox, then UFO: alien invasion, quite good but some progress is needed on the battlescape, and the demo of xenonaut, same comment.

Now reading your posts I kinda feel the itch to play again, wondering if max difficulty ironman would cut it.

Please convince me  :D
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Tarran

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #5436 on: January 19, 2013, 01:03:34 pm »

You could also turn on Second Wave options instead of straight up difficulty.
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MetalSlimeHunt

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #5437 on: January 19, 2013, 01:08:17 pm »

Particularly Marathon, which claims to extend the length of a campaign.
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Quote from: Thomas Paine
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Leafsnail

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #5438 on: January 19, 2013, 01:38:01 pm »

It really is kind of silly, agreed.
It's pretty necessary from a balance perspective though.  If you could take three items there would barely be any tactical choice in the item slot at all.
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forsaken1111

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #5439 on: January 19, 2013, 02:12:56 pm »

It really is kind of silly, agreed.
It's pretty necessary from a balance perspective though.  If you could take three items there would barely be any tactical choice in the item slot at all.
I don't really agree. I could take half a dozen grenades and two medkits with me in the original xcom and it didn't upset the balance at all. Its really just laziness, they threw out tactical flexibility for artificial balance reasons.
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Soadreqm

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #5440 on: January 19, 2013, 03:13:18 pm »

Does anyone at all play the multiplayer? It feels kinda deserted.
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Leafsnail

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #5441 on: January 19, 2013, 04:02:17 pm »

Taking a backpack full of grenades did hurt the old XCom balance pretty bad, in that you could just hurl grenades at everything almost every turn.
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forsaken1111

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #5442 on: January 19, 2013, 04:07:56 pm »

Taking a backpack full of grenades did hurt the old XCom balance pretty bad, in that you could just hurl grenades at everything almost every turn.
Not that it did you much good. The smoke and cover destruction was as bad for you as for the aliens, and you weren't guaranteed to hit anything with the throws. You could fuck up your own soldiers as easily as the aliens.
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EnigmaticHat

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #5443 on: January 19, 2013, 04:31:05 pm »

It really is kind of silly, agreed.
It's pretty necessary from a balance perspective though.  If you could take three items there would barely be any tactical choice in the item slot at all.
I don't really agree. I could take half a dozen grenades and two medkits with me in the original xcom and it didn't upset the balance at all. Its really just laziness, they threw out tactical flexibility for artificial balance reasons.
Most items (besides weapons and armor) in the old Xcom aren't passive buffs, whereas the opposite is true new in Xcom.  Carrying three different items in old Xcom gave you the option of equipping three different items.  In new Xcom, it would let you give significant buffs your health, aim, crit chance, and will.  And that's not even a very optimized setup.

The inventory puzzle in old Xcom is managing every clip for every one of your soldiers.  In new Xcom, its deciding which vital, unambiguously good piece of gear you can do without.  Yeah its gamey, but its also an intentional design decision.  So not laziness.
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forsaken1111

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #5444 on: January 19, 2013, 05:02:24 pm »

It really is kind of silly, agreed.
It's pretty necessary from a balance perspective though.  If you could take three items there would barely be any tactical choice in the item slot at all.
I don't really agree. I could take half a dozen grenades and two medkits with me in the original xcom and it didn't upset the balance at all. Its really just laziness, they threw out tactical flexibility for artificial balance reasons.
Most items (besides weapons and armor) in the old Xcom aren't passive buffs, whereas the opposite is true new in Xcom.  Carrying three different items in old Xcom gave you the option of equipping three different items.  In new Xcom, it would let you give significant buffs your health, aim, crit chance, and will.  And that's not even a very optimized setup.

The inventory puzzle in old Xcom is managing every clip for every one of your soldiers.  In new Xcom, its deciding which vital, unambiguously good piece of gear you can do without.  Yeah its gamey, but its also an intentional design decision.  So not laziness.
I don't see how you rationalize that putting a scope on your rifle means you can't carry a medkit. Medkits aren't passive buffs, nor are grenades.
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