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Author Topic: XCOM: Enemy Unknown (New by Firaxis)  (Read 958649 times)

WillowLuman

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #6060 on: August 28, 2013, 01:33:08 pm »

Oh, now I remember. Yeah, those are a bit redundant nowadays.
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CognitiveDissonance

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #6061 on: August 28, 2013, 01:36:05 pm »

Oh, now I remember. Yeah, those are a bit redundant nowadays.

I don't know - a fast, high-hp melee unit that engages you around the time thinmen and floaters appear?

Good luck with that cover...
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Sirus

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #6062 on: August 28, 2013, 01:41:15 pm »

Ah yes, Reapers.
We have dismissed that claim.
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WillowLuman

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #6063 on: August 28, 2013, 01:42:26 pm »

Oh, now I remember. Yeah, those are a bit redundant nowadays.

I don't know - a fast, high-hp melee unit that engages you around the time thinmen and floaters appear?

Good luck with that cover...
That describes Chryssalids pretty much exactly. They're high HP for when they show up.
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Culise

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #6064 on: August 28, 2013, 01:42:48 pm »

Ah yes, Reapers.
We have dismissed that claim.


Oh, now I remember. Yeah, those are a bit redundant nowadays.

I don't know - a fast, high-hp melee unit that engages you around the time thinmen and floaters appear?

Good luck with that cover...
That describes Chryssalids pretty much exactly. They're high HP for when they show up.
That might make Mechtoids a late-game equivalent of Chryssalids, only trading the face-hugging for face-beating.  They said in the interview that they came up with the idea while bouncing around the Mech Muton, and Mutons were mid-game if I recall properly.  A Muton upgrade would be a late-game feature. 
« Last Edit: August 28, 2013, 01:45:42 pm by Culise »
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GlyphGryph

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #6065 on: August 28, 2013, 01:54:36 pm »

Aren't Berserkers already late-game Chrysalids?
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EnigmaticHat

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #6066 on: August 28, 2013, 01:59:17 pm »

The aliens could employ suicide reapers.  Strap on some explosives that are shaped so the explosion is "flat", then put the reaper in a squad with floater handlers that stay up high where the explosion can't reach them.  Would be a nice, terrifying twist on an old enemy.
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MetalSlimeHunt

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #6067 on: August 28, 2013, 02:27:05 pm »

I still like the idea of the missing roll for Elite Thinmen being classic Snakemen or "perfected" Thinmen who just look like humans until it is too late.
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CognitiveDissonance

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #6068 on: August 28, 2013, 02:46:21 pm »

I still like the idea of the missing roll for Elite Thinmen being classic Snakemen or "perfected" Thinmen who just look like humans until it is too late.
What, so you run up to them mid-terror mission in order to save a civilian, and it shoots at your guy, instead?

DON'T GIVE THEM IDEAS!
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Nadaka

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #6069 on: August 28, 2013, 02:46:53 pm »

I still like the idea of the missing roll for Elite Thinmen being classic Snakemen or "perfected" Thinmen who just look like humans until it is too late.
What, so you run up to them mid-terror mission in order to save a civilian, and it shoots at your guy, instead?
That is a great idea, remember to shoot the civilians first.
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WillowLuman

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #6070 on: August 28, 2013, 02:49:06 pm »

And the only way to tell is to throw that Sniper scanner radar near them. And since you only get 2 of those per mission...
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Mephansteras

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #6071 on: August 28, 2013, 02:52:06 pm »

Nah, I'd prefer to see the classic Snakemen show up. Someone on the X-Com forums did an amazing bit of concept artwork for one. Made them look really scary. And I think gave them a sniper rifle, which would be a terrifying thing to have to fight against.
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CognitiveDissonance

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #6072 on: August 28, 2013, 02:55:08 pm »

Nah, I'd prefer to see the classic Snakemen show up. Someone on the X-Com forums did an amazing bit of concept artwork for one. Made them look really scary. And I think gave them a sniper rifle, which would be a terrifying thing to have to fight against.

Personally, I would rather see more terror weapons. The long-range sniper units could easily be the Celatids. But Snakemen would be awesome, alongside desert maps. Who needs cover?
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Furtuka

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #6073 on: August 28, 2013, 03:00:37 pm »

The aliens could employ suicide reapers.  Strap on some explosives that are shaped so the explosion is "flat", then put the reaper in a squad with floater handlers that stay up high where the explosion can't reach them.  Would be a nice, terrifying twist on an old enemy.

and then they could run with the whole thing with them being highly flameable and make the explosion not strong enough to kill so then afterwards it rampages on fire?
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WillowLuman

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #6074 on: August 28, 2013, 03:07:31 pm »

New Foundry project available: Fire Extinguishers.
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