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Author Topic: XCOM: Enemy Unknown (New by Firaxis)  (Read 958195 times)

Sirus

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #6360 on: September 06, 2013, 09:13:06 pm »

Oh my, yes. Shotguns are high-risk, high-reward by nature. Yes, they might have a better chance of getting killed. But with the proper setup they can murderize just about anything. Can you say "100% Hit, 100% Crit"? They also typically have higher damage ranges than other same-tier weapons
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Ibid Straydrink

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #6361 on: September 06, 2013, 09:16:56 pm »

I usually sport 1 single god-like 60-some mission veteran medic, a ranging sniper, and four assaults troops.

Blitzkrieg!
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Neonivek

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #6362 on: September 06, 2013, 09:18:37 pm »

I will admit, that if there is any class I would chose to live without... it would be the Heavy.
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Sirus

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #6363 on: September 06, 2013, 09:20:35 pm »

Give up on the single greatest output of AoE damage in the entire game with all sorts of useful abilities? Why?
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Neonivek

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #6364 on: September 06, 2013, 09:24:42 pm »

Give up on the single greatest output of AoE damage in the entire game with all sorts of useful abilities? Why?

Because well... The Medics are absolutely essential if I don't savescum like crazy.

Assaults can clear entire rooms if used correctly... And Snipers can clear entire rooms if used correctly.

While leaves me with Heavy which are nice (and now Heat Ammo is nerfed making the ONE thing they would be REALLY useful for... mediocre) but not as good.

At least with how I play the game. Which is strike teams where I clear rooms in single turns.
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WillowLuman

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #6365 on: September 06, 2013, 09:27:54 pm »

I went through most of the game without a Heavy, and didn't seem to notice they were gone until the Sectopods showed up. Truth is, aliens are fairly good at spacing out to mitigate AoE
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Ibid Straydrink

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #6366 on: September 06, 2013, 09:38:01 pm »

My problem with Heavies is that I rarely use them. No, I'm not saying I don't include them in my squads; the problem, is that by the time they have caught up to the rest of the squad there's nothing in range they have a high enough chance of hitting that taking the shot would be a better bet than overwatch. The one thing they (can) excel at particularly well is mowing down sectopods and cyberdiscs, and I'm usually not comfortable getting them close enough to try it. :/
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Furtuka

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #6367 on: September 06, 2013, 09:47:12 pm »

I've found heavies very useful with the whole shooting twice thing. Also there was that time that every single alien on the supply ship spawned in the hanger in a single turn. That was terrifying. I think I posted the screenshot here once.
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WillowLuman

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #6368 on: September 06, 2013, 10:08:19 pm »

Holy crap I'd like to see that screenie
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Furtuka

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #6369 on: September 06, 2013, 10:14:23 pm »

Spoiler: Here you go (click to show/hide)
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WillowLuman

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #6370 on: September 06, 2013, 10:17:37 pm »

Yep, gonna need some high explosives
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Darkening Kaos

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #6371 on: September 06, 2013, 10:23:20 pm »

You are not outnumbered, you are in a target rich environment.
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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #6372 on: September 06, 2013, 10:51:38 pm »

I think shotguns do have a major use: When you're in situations like that where you get flooded by aliens and things like storming the bridge of a UFO.

Shotguns are not an offensive weapon, they're a defensive one. The drawback is your Assault will get much less kills if (s)he's relying on shotguns and thus level up more slowly.
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Ibid Straydrink

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #6373 on: September 06, 2013, 11:41:33 pm »

I've found heavies very useful with the whole shooting twice thing. Also there was that time that every single alien on the supply ship spawned in the hanger in a single turn. That was terrifying. I think I posted the screenshot here once.

Ha! That happened to me the first time we downed a personnel ship!

Funny enough, that was my only casualty on this playthrough- a heavy trooper. :P
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Sharp

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #6374 on: September 07, 2013, 05:42:42 am »

I will admit, that if there is any class I would chose to live without... it would be the Heavy.

If there is any class that I can have for the whole squad and win missions fairly easily, it is the Heavy.

12-18 rockets, firing twice per turn, really who needs supression when you can just blast the aliens, the cover, everything.
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