Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  
Pages: 1 ... 362 363 [364] 365 366 ... 625

Author Topic: XCOM: Enemy Unknown (New by Firaxis)  (Read 958768 times)

Sharp

  • Bay Watcher
    • View Profile
Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #5445 on: January 19, 2013, 05:04:11 pm »

Medkit makes you immune from poison, anyway it's a game, you can't rationalize it, it's like saying why isn't their any close air support?
Logged

forsaken1111

  • Bay Watcher
    • View Profile
    • TTB Twitch
Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #5446 on: January 19, 2013, 05:05:09 pm »

Medkit makes you immune from poison
It does? I don't recall that. I know some armors do...
Logged

MetalSlimeHunt

  • Bay Watcher
  • Gerrymander Commander
    • View Profile
Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #5447 on: January 19, 2013, 05:12:57 pm »

Medkit makes you immune from poison
It does? I don't recall that. I know some armors do...
I do. You can't be poisoned if you are holding a medkit.
Logged
Quote from: Thomas Paine
To argue with a man who has renounced the use and authority of reason, and whose philosophy consists in holding humanity in contempt, is like administering medicine to the dead, or endeavoring to convert an atheist by scripture.
Quote
No Gods, No Masters.

forsaken1111

  • Bay Watcher
    • View Profile
    • TTB Twitch
Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #5448 on: January 19, 2013, 05:22:50 pm »

Didn't know that. o.o
Logged

Sirus

  • Bay Watcher
  • Resident trucker/goddess/ex-president.
    • View Profile
Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #5449 on: January 19, 2013, 05:23:35 pm »

Never noticed that either. Of course, I usually just have one guy holding med-kits anyway.
Logged
Quote from: Max White
And lo! Sirus did drive his mighty party truck unto Vegas, and it was good.

Star Wars: Age of Rebellion OOC Thread

Shadow of the Demon Lord - OOC Thread - IC Thread

Tarran

  • Bay Watcher
  • Kind of back, but for how long?!
    • View Profile
Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #5450 on: January 19, 2013, 05:41:15 pm »

I believe it says it in the description.
Logged
Quote from: Phantom
Unknown to most but the insane and the mystics, Tarran is actually Earth itself, as Earth is sentient like that planet in Avatar. Originally Earth used names such as Terra on the internet, but to protect it's identity it changed letters, now becoming the Tarran you know today.
Quote from: Ze Spy
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.

EnigmaticHat

  • Bay Watcher
  • I vibrate, I die, I vibrate again
    • View Profile
Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #5451 on: January 19, 2013, 07:49:37 pm »

I don't rationalize it.  That's what I mean by it's gamey; it doesn't make sense or need to, its just there for gameplay.

Grenades and medikits aren't passive buffs, but they're also very powerful.  Grenades blow up cover in a game that's all about cover.  Medikits in new Xcom are different because they undo damage.  Old Xcom's medikits just deal with the secondary effects of damage such as bleeding and will loss.

Look at it like this: with three pockets and no artificial restrictions, you would have twelve grenades in the starting mission.  Even if grenades did 0 damage, that would still be a win button.
Logged
"T-take this non-euclidean geometry, h-humanity-baka. I m-made it, but not because I l-li-l-like you or anything! I just felt s-sorry for you, b-baka."
You misspelled seance.  Are possessing Draignean?  Are you actually a ghost in the shell? You have to tell us if you are, that's the rule

Tarran

  • Bay Watcher
  • Kind of back, but for how long?!
    • View Profile
Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #5452 on: January 19, 2013, 08:19:59 pm »

Grenades also always hit the target.
Logged
Quote from: Phantom
Unknown to most but the insane and the mystics, Tarran is actually Earth itself, as Earth is sentient like that planet in Avatar. Originally Earth used names such as Terra on the internet, but to protect it's identity it changed letters, now becoming the Tarran you know today.
Quote from: Ze Spy
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.

Leafsnail

  • Bay Watcher
  • A single snail can make a world go extinct.
    • View Profile
Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #5453 on: January 19, 2013, 08:23:51 pm »

The inventory puzzle in old Xcom is managing every clip for every one of your soldiers.
Until you give up and use lasers.
Logged

Mageziya

  • Bay Watcher
  • OH NO, EVERYTHING'S DEAD!
    • View Profile
    • Derp
Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #5454 on: January 19, 2013, 08:45:38 pm »

Let's not forget that supports can get the ability Deep Pockets, allowing them to carry two items in the vanilla game.

Now, if there were 3 default pockets via modding, plus the Pocket from deep pocket, then it gets ridiculous. They could carry a Medkit (Or three in the same pocket with upgrades, and these three each could also heal up to 12 HP and revive downed soldiers with upgrades, too.), Chitin Plating, a S.C.O.P.E., and an Alien Grenade (Or Arc Thrower), plus the inherent smoke grenade (And if you're feeling a wee bit insane, a total of 2 smoke grenades, but then you can't have 3 Medkits.).

In total, 3 stupidly useful Medkits, 4 extra HP, +10 aim (Along with the high aim of a high-ranking soldier.), a cover destroying object that does 5 damage, and an item that makes your troops less likely to die.

And this isn't even covering the possibility of the support being psionic.

The game is balanced differently from the original, as mentioned earlier, the challenge is deciding which useful object to leave behind. Adding more pockets for everyone removes that challenge. The only way to balance the additional pockets is to severely nerf the items.

TL; DR: 3 Default pockets = A godly support.
« Last Edit: January 19, 2013, 08:47:27 pm by Mageziya »
Logged
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.

Parsely

  • Bay Watcher
    • View Profile
    • My games!
Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #5455 on: January 19, 2013, 08:49:54 pm »

Let's not forget that supports can get the ability Deep Pockets, allowing them to carry two items in the vanilla game.

Now, if there were 3 default pockets via modding, plus the Pocket from deep pocket, then it gets ridiculous. They could carry a Medkit (Or three in the same pocket with upgrades, and these three each could also heal up to 12 HP and revive downed soldiers with upgrades, too.), Chitin Plating, a S.C.O.P.E., and an Alien Grenade (Or Arc Thrower), plus the inherent smoke grenade (And if you're feeling a wee bit insane, a total of 2 smoke grenades, but then you can't have 3 Medkits.).

In total, 3 stupidly useful Medkits, 4 extra HP, +10 aim (Along with the high aim of a high-ranking soldier.), a cover destroying object that does 5 damage, and an item that makes your troops less likely to die.

And this isn't even covering the possibility of the support being psionic.

The game is balanced differently from the original, as mentioned earlier, the challenge is deciding which useful object to leave behind. Adding more pockets for everyone removes that challenge. The only way to balance the additional pockets is to severely nerf the items.

TL; DR: 3 Default pockets = A godly support.
Which is why they never should've run away from the original XCOM formula.
Logged

Neonivek

  • Bay Watcher
    • View Profile
Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #5456 on: January 19, 2013, 08:54:07 pm »

Quote
Look at it like this: with three pockets and no artificial restrictions, you would have twelve grenades in the starting mission.  Even if grenades did 0 damage, that would still be a win button

Yeah... they would have to make the aliens better.
Logged

Leafsnail

  • Bay Watcher
  • A single snail can make a world go extinct.
    • View Profile
Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #5457 on: January 19, 2013, 09:22:09 pm »

I think the items work better in the new XCOM.  Rather than "take laser rifle and a medkit, stuff the rest of the backpack with explosives" you make a tactical decision about whether you want healing, increased HP, a 100% reliable explosive, increased accuracy or the ability to capture an alien.  The items are well-balanced enough that it's often a struggle knowing what to take.
Logged

Thexor

  • Bay Watcher
    • View Profile
Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #5458 on: January 19, 2013, 10:31:55 pm »

Let's not forget that supports can get the ability Deep Pockets, allowing them to carry two items in the vanilla game.

Now, if there were 3 default pockets via modding, plus the Pocket from deep pocket, then it gets ridiculous. They could carry a Medkit (Or three in the same pocket with upgrades, and these three each could also heal up to 12 HP and revive downed soldiers with upgrades, too.), Chitin Plating, a S.C.O.P.E., and an Alien Grenade (Or Arc Thrower), plus the inherent smoke grenade (And if you're feeling a wee bit insane, a total of 2 smoke grenades, but then you can't have 3 Medkits.).

In total, 3 stupidly useful Medkits, 4 extra HP, +10 aim (Along with the high aim of a high-ranking soldier.), a cover destroying object that does 5 damage, and an item that makes your troops less likely to die.

And this isn't even covering the possibility of the support being psionic.

The game is balanced differently from the original, as mentioned earlier, the challenge is deciding which useful object to leave behind. Adding more pockets for everyone removes that challenge. The only way to balance the additional pockets is to severely nerf the items.

TL; DR: 3 Default pockets = A godly support.
Which is why they never should've run away from the original XCOM formula.

On the contrary. The original games didn't cease to exist when the new game came out, and there are a lot of very similar games (many fan-made) that fill the more classic XCOM niche.

XCOM: EU is a very capable spiritual successor to the original. It does not attempt to copy the original, and frankly, I believe it would've failed spectacularly if they'd tried to directly recreate a classic.
Logged

MetalSlimeHunt

  • Bay Watcher
  • Gerrymander Commander
    • View Profile
Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #5459 on: January 19, 2013, 10:34:51 pm »

It isn't inherently wrong to deviate from the original X-Com. Had they not, we'd just be holding the original X-Com with a significant graphical update. I think the changes they made were good ones.
Logged
Quote from: Thomas Paine
To argue with a man who has renounced the use and authority of reason, and whose philosophy consists in holding humanity in contempt, is like administering medicine to the dead, or endeavoring to convert an atheist by scripture.
Quote
No Gods, No Masters.
Pages: 1 ... 362 363 [364] 365 366 ... 625