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Author Topic: XCOM: Enemy Unknown (New by Firaxis)  (Read 969768 times)

Lightningfalcon

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #6570 on: October 09, 2013, 06:44:19 pm »

Yeah, since you can't bring any equipment on the infiltration mission.

Edit: Damn, XCOM trailers are all always so cool.

Then again, your agent is going in alone, unarmoured, and nearly unarmed. Do you really want to risk one of your few Psi-capable agents in that kind of situation?



...I didn't actually mean for that to be a rhetorical question. Rather, it's an interesting tactical question: would you risk a skilled Psionic soldier, who's considerably more capable of surviving unarmed, but is still highly vulnerable?
Mind control on a heavily armed EXALT operative could be decisive...
It's been a while since I've played EU, but is it possible to create a group of Psi soldiers who act as psionic artillery, mind controlling any that a scout sees, or do they need line of sight? 
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MetalSlimeHunt

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #6571 on: October 09, 2013, 06:46:13 pm »

You need line-of-sight for Psi.
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Mephansteras

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #6572 on: October 09, 2013, 06:55:33 pm »

Well, since the Agent gets a pistol I can easily see Snipers with Gunslinger being an optimal agent.

Damn, really looking forward to this expansion!
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Lightningfalcon

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #6573 on: October 09, 2013, 06:57:02 pm »

You need line-of-sight for Psi.
Well, since the Agent gets a pistol I can easily see Snipers with Gunslinger being an optimal agent.

Damn, really looking forward to this expansion!
Best solution then would probally be a low level psi sniper with gunslinger.  They would be somewhat expendable, but still be able to fend for themselves.  An assualt with rapid fire and lightning reflexes would also be rather good. 
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Furtuka

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #6574 on: October 09, 2013, 06:58:11 pm »

Or if you turn on that second wave option that randomizes class skills...
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Sharp

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #6575 on: October 09, 2013, 07:00:21 pm »

Assault could work as well with run + gun and rapid-fire etc.... Although seeing as it's supposed to be a sneaky mission then support with sprinter is probably the better choice.
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Ibid Straydrink

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #6576 on: October 09, 2013, 07:16:01 pm »

Assault could work as well with run + gun and rapid-fire etc.... Although seeing as it's supposed to be a sneaky mission then support with sprinter is probably the better choice.

If I know the game as well as I think I do, infiltration is going to be less about actual covert stealth and more about getting lucky when evading enemy fire and choosing which doors to open, in which case sprint would be the best bet. Chances are they'll stick you in a situation where you can't hope to outgun or avoid detection the enemy. I'd prefer the extra speed.
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Sindain

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #6577 on: October 09, 2013, 07:19:19 pm »

If they decide to be really douche they could have pre-activated patrols or something akin to drops in the base infiltrations, if this was the case lightning reflexes would be invaluable.
« Last Edit: October 09, 2013, 07:23:21 pm by Sindain »
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Kydrasz

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #6578 on: October 09, 2013, 07:22:40 pm »

Huh I wonder if the Agents will get the default pistol or will they be able bring along laser/plasma pistols? Personally I'm considering support because of their extra mobility with the sprinter, who knows maybe those three tiles will save a life?
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Thexor

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #6579 on: October 09, 2013, 07:25:50 pm »

If they decide to be really douche they could have pre-activated patrols in the base infiltrations, if this was the case lightning reflexes would be invaluable.

It kinda sounded like they could move around on their own. In the RPS article, the author's second attempt at the mission had him progress slowly with his extracting agents... only for the infiltrator to find 4 enemies guarding the first hack target. His take (which may or may not be correct) was that the enemy had moved to intercept his infiltrator. That can't happen with the current system of alien squads being mostly-immobile in the fog of war, not really existing until revealed by your operatives.

I always thought the weird fog-of-war reveal mechanics were the weakest part of EU, so maybe this is a step towards addressing that. Or maybe it's wishful thinking on the part of the article's writer, who knows.  ;)
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WillowLuman

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #6580 on: October 09, 2013, 07:41:32 pm »

Yeah, since you can't bring any equipment on the infiltration mission.

Edit: Damn, XCOM trailers are all always so cool.

Then again, your agent is going in alone, unarmoured, and nearly unarmed. Do you really want to risk one of your few Psi-capable agents in that kind of situation?

...I didn't actually mean for that to be a rhetorical question. Rather, it's an interesting tactical question: would you risk a skilled Psionic soldier, who's considerably more capable of surviving unarmed, but is still highly vulnerable?

And then again, you don't need Colonels for psi. My standard procedure is just to put every single rookie through it, so at first I'm not disabling Colonels for 3 days. With psi-rookies, you could quickly turn them into perfect infiltrators.

On a thematic note, Psionics seems to be something latent, yet natural in humans. Given that, it's interesting how it would intersect with the (mostly) merely physical transhuman augmentations. Is psionics treated as something inherently "wrong" or "alien"?
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Lightningfalcon

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #6581 on: October 09, 2013, 07:44:56 pm »

What I do is have a primary team, and then have a backup for each person on that team.  When one person from my main team is in Psi training, the backup person takes over that role.  Realyl helps to minimize both risk in psi training and keeps code blacks form being an automatic game over. 
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WillowLuman

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #6582 on: October 09, 2013, 08:58:32 pm »

I do that too, but chances are you need to use the backups anyway because the others are in the infirmary for a week. But anyway, non-psi rookies can be replaced, and psi-rookies can be the focus of level-up attempts.
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Ibid Straydrink

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #6583 on: October 10, 2013, 02:07:13 am »

What needs to happen, is allowing players to choose which classes units upgrade into as long as they meet as certain minimum stat/achievement ratio.

No more scrambling for reinforces because all you have left are sniper squaddies.
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GlyphGryph

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #6584 on: October 10, 2013, 09:48:37 am »

Uh, my last game I mus have run 12 colonols and 200 rookies through the psi chamber.

I got TWO psi dudes.

Man, those second wave options...

I think, though ... you are guaranteed a psi dude the first time you put people in the chamber?
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