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Author Topic: XCOM: Enemy Unknown (New by Firaxis)  (Read 974137 times)

Mageziya

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #6435 on: September 14, 2013, 08:17:28 pm »

In my most recent Ironman Impossible attempt, I have a British soldier named William Williams.
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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.

MetalSlimeHunt

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #6436 on: September 14, 2013, 08:52:31 pm »

Truly, a more British fellow hath never walked this Earth.
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Alkhemia

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #6437 on: September 14, 2013, 09:37:17 pm »

In my most recent Ironman Impossible attempt, I have a British soldier named William Williams.

Like the guy that signed the Declaration of Independence http://en.wikipedia.org/wiki/William_Williams_(Continental_Congress)

I still need to pick this game up I've just been too lazy maybe next sale or something.
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Parsely

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #6438 on: September 14, 2013, 09:42:56 pm »

The fuck? That UI looks WAY better than what's in the final game (except for the giant floating Xbox prompt of course). >.>
Spoiler (click to show/hide)
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Mageziya

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #6439 on: September 14, 2013, 09:50:21 pm »

Update on William Williams: He's dead.

Got shot, survived, panicked, shot an ally, missed, ally panicked, shot at him, didn't miss.

I shall never forgive you Rookie Gibson. That shall be your title FOREVER. Though, a bomb mission has come up, and what a perfect way to dispose of him!
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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.

Mephansteras

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #6440 on: September 16, 2013, 01:35:22 pm »

I've come to the conclusion that I really don't like the Slingshot missions. They're difficult, sure, but they're also the same every time. And the reward you get is much to good. It's not even the tech boost, it's the shear amount of elerium and alloys and whatnot. I went from barely scraping by and making hard choices about what to spend money & alloys on to pretty much getting everything I wanted right after the mission set ended. That let me get not only better equipment for the troops but also let me expand my satellites out much faster than I should have been able to, which sort of snowballed.

Right now that game has me with almost all countries covered, a ridiculous income, and no lack of materials at all. I haven't even researched the blaster bomb or fusion lances yet, because I just haven't needed them. I probably will soon, since I'm about to research the Firestorm and the fusion lances will come in handy, but it's kind of ridiculous. I've never had a Classic Ironman game turn into quite a steamroll like this before. I've done well, sure, but...this feels kinda cheap. Like I didn't really earn it.
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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #6441 on: September 16, 2013, 03:02:46 pm »

I've given up on trying an Ironman Impossible. Finished Ironman Classic on my first attempt (first play-through, too), but Impossible seems to be... not literally impossible, but to win it feels like you need to abandon the sensible tactics of Classic and go for a gimmicky approach.

Most of the problem between classic and ironman is that sectoids can't just be killed with 1 grenade and you have to be pretty lucky for your guys not to be 1-shotted.

The annoying thing about Ironman Impossible is due to harder sectoids some of the early maps can really screw you over because it's pretty hard to kill the sectoids without either setting off another pack or liberal use of grenades. Some of the maps have lots of destructible cover so sectoids can just win easily by firing from long range and destroying your cover while you need rockets or grenades to blow up their cover.

I feel for Ironman impossible you just need luck for the first few missions to get some good maps and a bit of luck to get a decent squad, once you get laser weapons and some ranked up guys it gets a lot easier but before that you really need careful planning of knowing where the aliens are going to be, and if you get murder street (youtube beagle) as your first map just abandon that attempt and start a new campaign.
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umiman

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #6442 on: September 16, 2013, 03:51:52 pm »

You generally want to equip your entire squad with grenades on II.

The maps I found incredibly hard on II were the gas station, when you're assaulting the gas station itself, and any map where your main source of cover was cars. So the highway, the bridge, and so forth.

The easy maps were those where you had buildings to hide in, so the construction site, the fast food joint, etc.

Mageziya

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #6443 on: September 16, 2013, 04:21:06 pm »

There's this one construction site, the one I think you're talking about, that is almost always total hell to me. It's the one with the half demolished building, and a crane and another vehicle at the front. Towards the right of spawn is a blue cargo container.

I've only had one good encounter with it. Other than that, something horrible has happened every time I've played it.

Also, the II playthrough that had William Williams has failed.

What a surprise.
« Last Edit: September 16, 2013, 04:25:18 pm by Mageziya »
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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.

umiman

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #6444 on: September 16, 2013, 04:41:31 pm »

Oh, yeah. That construction site is horrible. You're stuck in the middle of everyone basically and if you're unlucky you can aggro 2 sets of enemies just by walking up to the crane.

There's another one where you've got a crane up front and then a giant pit with cement blocks and rolls. That one is pretty easy and the enemies always spawn in the same places.

nenjin

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #6445 on: September 16, 2013, 06:29:45 pm »

I've found the trick is to just get that first squad of Aliens to reveal themselves without going past the first piece of heavy machinery (basically hugging all the cover right outside of the deployment zone.)

Do that, and most of the other groups will reveal themselves in the open, ready to be cut down. Gotta watch out for the group that likes to spawn on the right behind that blue container.

What wrecks it though are mutons and cyberdisks with grenades. There's not enough room to spread your guys out so they make tempting targets.

I'm sure on harder difficulties it's one of the least pleasant maps to play.
« Last Edit: September 16, 2013, 06:50:05 pm by nenjin »
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Mageziya

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #6446 on: September 16, 2013, 06:46:06 pm »

After thinking, I've realized.

I hate all the maps. There are basically no maps I rejoice at seeing. It's either, "WE'RE ALL GOING TO DIE," "Crap," or "That's not terrible."
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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.

nenjin

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #6447 on: September 16, 2013, 06:49:30 pm »

I generally prefer the wilderness maps, as you don't get surprised very often, have abundant cover and room to maneuver.
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When we are no longer able to change a situation, we are challenged to change ourselves.
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Quote from: Eric Blank
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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #6448 on: September 16, 2013, 07:02:35 pm »

I really like the observatory map, but that appears to be council request exclusive.

whenever i see supermarket map, where you start next to two rows of cars and a bus stop, I get a feeling of dread. Have had a few wipes on that map, and one pretty epic mission where everyone on my team died except my assault, who managed to kill 3 squads of mutons and a squad of floaters, by himself, with one hp and no accessories.

Never had any particular trouble on the construction site, but haven't gotten around to dying horribly on attempting II yet.
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Mephansteras

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #6449 on: September 16, 2013, 07:04:28 pm »

I think the Highway Construction map is one of the easier ones. Lots of good hard cover nearby, a few high vantage points for SS snipers, and a lot of the cover the aliens start with is pretty easily destroyed.
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