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Author Topic: XCOM: Enemy Unknown (New by Firaxis)  (Read 970230 times)

Parsely

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #6765 on: November 17, 2013, 07:37:27 am »

It's fun. Isn't that what games are about?
XCOM isn't fun. XCOM is business.
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Sindain

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #6766 on: November 17, 2013, 09:05:56 am »

Oh just fuck operation Portent.

And more or so, all Thin Men deserve to burn. Gods of shots that should not hit, and strangely enough, of missing ones that should hit.

Results over various playthrough attempts:

First time: Team Wipe.

Second time: Smashing Success.

Third time: Barely scrape by with a one health MEC.

Something has changed in Thin Men. The creators have supposedly said they didn't change anything in Thin Men. If that is the case, then that means they changed something on a broad scale that affects them, whatever it is, and has changed them into gods.

Since when haven't Thin Men been gods? I don't know about you, but when I was doing my II runs in Unknown I was always more scared of Thin Men than Mutons!
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forsaken1111

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #6767 on: November 17, 2013, 10:43:13 am »

Oh just fuck operation Portent.

And more or so, all Thin Men deserve to burn. Gods of shots that should not hit, and strangely enough, of missing ones that should hit.

Results over various playthrough attempts:

First time: Team Wipe.

Second time: Smashing Success.

Third time: Barely scrape by with a one health MEC.

Something has changed in Thin Men. The creators have supposedly said they didn't change anything in Thin Men. If that is the case, then that means they changed something on a broad scale that affects them, whatever it is, and has changed them into gods.
Oh man, by the time I hit that I had so many explosive options I wiped the damn floor with the thin men. They didn't have a chance. At that point I was swimming in weapon fragments and didn't care about losing a few to explosive kills.
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umiman

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #6768 on: November 17, 2013, 02:12:55 pm »

Yup.

Thin man has 1hp and my best chance of hitting him is 80%? Time to nuke him with a rocket.

That poison is too scary.

forsaken1111

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #6769 on: November 17, 2013, 02:30:10 pm »

Yup.

Thin man has 1hp and my best chance of hitting him is 80%? Time to nuke him with a rocket.

That poison is too scary.
Damn right.

You'd think that when augmenting a soldier they'd install something to filter his breathing like that implant you can develop now, but nope mec troopers are still poison-able.
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EnigmaticHat

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #6770 on: November 17, 2013, 03:34:47 pm »

Yup.

Thin man has 1hp and my best chance of hitting him is 80%? Time to nuke him with a rocket.

That poison is too scary.
Damn right.

You'd think that when augmenting a soldier they'd install something to filter his breathing like that implant you can develop now, but nope mec troopers are still poison-able.

MEC troopers are immune to poison.  I know because I used one to superpunch a thin man.

On an unrelated note, Beaglerush is playing Xcom again.  He hasn't started another series of videos on his youtube account, but he does have a 4 and a half hour stream of EW here: http://www.twitch.tv/miss_jamball/c/3253556

If you want to see Beagle's thoughts on the new enhancements, I wouldn't hold your breath.  What you are going to find out is how meld causes him to get all the rookies killed, and also which between Beagle and his girlfriend is actually capable of beating the first mission.
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"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."
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Parsely

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #6771 on: November 17, 2013, 03:36:23 pm »

Is Enemy Within a standalone, or just a hyped up expansion?
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forsaken1111

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #6772 on: November 17, 2013, 03:37:44 pm »

MEC troopers are immune to poison.
What? Then why did mine take damage moving through a poison cloud?

Is Enemy Within a standalone, or just a hyped up expansion?
It's an expansion... what would give you the idea that it's not?
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EnigmaticHat

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #6773 on: November 17, 2013, 03:40:39 pm »

MEC troopers are immune to poison.
What? Then why did mine take damage moving through a poison cloud?
Was it from a gas grenade?  If not, I have no idea.  Maybe they're only immune to the death clouds and not the spit clouds?  Maybe it changed in an update or something.  I don't know, I just know I've seen *poison symbol*:immune pop up like a dozen times over MECs.

Edit: Checking the wiki, MECs are immune to fire and poison.  And also poison clouds don't deal direct damage.  So... maybe you got hit by the stealthiest overwatch ever?
« Last Edit: November 17, 2013, 03:47:53 pm by EnigmaticHat »
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"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

Parsely

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #6774 on: November 17, 2013, 03:46:31 pm »

Is Enemy Within a standalone, or just a hyped up expansion?
It's an expansion... what would give you the idea that it's not?
Because my buddy said it was like 30 quid.
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forsaken1111

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #6775 on: November 17, 2013, 04:02:59 pm »

Is Enemy Within a standalone, or just a hyped up expansion?
It's an expansion... what would give you the idea that it's not?
Because my buddy said it was like 30 quid.
Hm. Well its 29.99 USD so it should be something like 18.50 quid unless steam is doing their 'we don't understand currency hur hur pay us' thing
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Mageziya

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #6776 on: November 17, 2013, 04:04:19 pm »

It's an expansion for PC, but standalone for PS3 and XBOX. Should be noted the standalones cost more.
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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.

EnigmaticHat

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #6777 on: November 17, 2013, 07:56:39 pm »

I think I might have to swear off II.  I keep having promising runs ruined by car explosions behaving in ways I don't expect.  This time I had a near perfect run up until, in the second mission, I moved the assault up to a car and threw a grenade at a sectoid two cars down.  So you'd think the two cars closest to the sectoid would blow up, right?  Nope, the entire row of three cars exploded at the start of my turn, and I have no idea why.  They exploded at the start of my turn which means they caught fire my previous turn, but the aliens didn't fire overwatch which means I did it.  But grenades don't have that big of a radius, so.  Who knows.  Then the rest of the squad died in a way that I'm pretty sure wouldn't have happened if the assault was alive.

This doesn't hold a candle to the last game I played before EW came out.  I get to the first terror mission (you know, the peak* of the game's difficulty pre-expansion) with 4 promoted soldiers, take out most of the aliens with 1 loss.  Then the aliens fire, miss, hit a car causing it to catch on fire.  Then during my turn a truck explosion I didn't know was coming (because of a glitch where the car fires sometimes appear in the wrong place on trucks, usually to the side and mostly in the ground) kills someone, causing half the squad to panic.  And by that I mean panic behind the now on-fire car, which was not on fire at the start of my turn.

So yeah, 0 to dead with no warning, on an II run that was my best chance ever of winning.  Fuck car explosions.

*barring certain maps and council missions you can randomly get before then
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"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

EnigmaticHat

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #6778 on: November 17, 2013, 09:01:19 pm »

Wait until you get a few months in and they have exactly as much health as a normal soldier, but they can't take cover.

In two consecutive EXALT missions, my very high level MECs were the only casualties.  Both were critically wounded, but one of them died because for some reason I the medic couldn't climb a pipe to get to the roof they were on.  That being said, I was a bit behind in MEC tech.
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"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

Mageziya

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #6779 on: November 17, 2013, 09:13:09 pm »

In my first few attempts at EW I didn't quite understand how you got MECs. I thought you needed a foundry, and was too afraid to augment a soldier and end up with them being useless for a bit. After several failed playthroughs, the first MEC I got was in JULY. That playthrough was doomed in the end, unfortunately.

Now that I have a proper understanding of them, I've got a playthrough going where I got 2 MECs in the first month.

If anyone thinks that's excessive, may I redirect you to Total Biscuit, who was playing with 3 MECs, classic, and doing fine.
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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.
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