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Author Topic: XCOM: Enemy Unknown (New by Firaxis)  (Read 970268 times)

Mageziya

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #6810 on: November 19, 2013, 05:03:10 pm »

It's just too bad there's no special animation for when you kill a chryssalid with ROKKIT POONCH. It would be fun watching the MEC squish the chryssie into a thin paste.
If I remember now correctly, the reason only 2 units (Mechtoid and Sectopod, unless I'm mistaken. I admit I haven't actually had a situation where I can try this yet,) have custom death-by-punch animations is because it was decided that, instead of the same 2-3 death animations over and over, they let physics take over to allow for, essentially, procedural deaths. Physics is also why flung corpses destroy terrain and explode cars.
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WillowLuman

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #6811 on: November 19, 2013, 05:15:51 pm »

Actually the Berserker gets a few different animations for when you GLORIOUS ROCKET PUNCH it to death.

Speaking of which, I just punched a sectoid that was on the other side of a wall, and I only knew it was there because I could see the purple psi chain thing in the FOW. So, I kool-aid-man'd it, killing his buddy with the feedback thing, and he went sailing through the OTHER wall, into a car, which exploded and killed the Thin Man crouched behind it.

I love this expansion.
« Last Edit: November 19, 2013, 05:24:02 pm by HugoLuman »
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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #6812 on: November 19, 2013, 05:22:53 pm »

Anyone know if MECs benefit from Smoke Grenades? I can see it going either way, and I don't recall if the game ever says.
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BFEL

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #6813 on: November 19, 2013, 05:29:04 pm »

Actually the Berserker gets a few different animations for when you GLORIOUS ROCKET PUNCH it to death.

Speaking of which, I just punched a sectoid that was on the other side of a wall, and I only knew it was there because I could see the purple psi chain thing in the FOW. So, I kool-aid-man'd it, killing his buddy with the feedback thing, and he went sailing through the OTHER wall, into a car, which exploded and killed the Thin Man crouched behind it.

I love this expansion.
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Mageziya

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #6814 on: November 19, 2013, 05:32:08 pm »

Anyone know if MECs benefit from Smoke Grenades? I can see it going either way, and I don't recall if the game ever says.
I believe it does. Units affected by smoke grenades in the free aim sphere are highlighted in red, and I've had that happen to MECs.
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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.

forsaken1111

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #6815 on: November 19, 2013, 06:30:28 pm »

Well I decided to reload the save from my game to check the aim of my MEC. Since it was ironman the only save was the final turn of the temple ship.

She had 71 aim. While buffed by combat pheromones.

I think that explains why she couldn't hit a damn thing the whole game.

Has anyone used the proximity launcher? Is it worth it compared to the 'disable sectopods for 1 turn electro generator thingy'?
I used the proximity launcher mostly to toss a mine under an enemy before launching a grenade at them so they took damage from both..
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Kydrasz

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #6816 on: November 19, 2013, 09:17:15 pm »

I never really noticed how much materials you got from doing the Slingshot DLC, jeez there's a lot of materiels. I don't think I can screw this up with supplies anymore.

Aside from that I'm doing the four-man squad thing, and all I have to say is that I'm really really glad I turned on Not Created Equally, and Hidden Potential. My team is basically one Assault, Support, Heavy, and Sniper. The Assault and Support are basically the best shots because they're hitting Thin Men in hard cover now.
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EnigmaticHat

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #6817 on: November 19, 2013, 09:43:50 pm »

I'd say Not Created Equally pulls you down about a quarter of a difficulty level.  While it is true that it can produce worse soldiers than normal, you aren't going to use those soldiers.  So for all intents and purposes it represents a ~10 aim buff to all your soldiers at no cost.  It completely changes the dynamics of the early game to have supports and assaults that are worth shooting with at range.  The main cost of using it is that if you suffer heavy casualties before you have money to get new rookies, you might find yourself digging into your reserves of bad shooters.

Compare to training roulette, which doesn't let you know which soldiers are good or which soldiers are bad in advance.
« Last Edit: November 19, 2013, 09:45:28 pm by EnigmaticHat »
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WillowLuman

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #6818 on: November 19, 2013, 09:51:34 pm »

Can Mechtoids be stunned? If no one knows, I'm going to try it.
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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #6819 on: November 19, 2013, 09:57:06 pm »

Can Mechtoids be stunned? If no one knows, I'm going to try it.

95% sure no.  If it can be you'll see the blue stun radius around it when you select your arc thrower soldier; don't try otherwise.
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Sindain

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #6820 on: November 19, 2013, 09:57:43 pm »

I'd say Not Created Equally pulls you down about a quarter of a difficulty level.  While it is true that it can produce worse soldiers than normal, you aren't going to use those soldiers.  So for all intents and purposes it represents a ~10 aim buff to all your soldiers at no cost.  It completely changes the dynamics of the early game to have supports and assaults that are worth shooting with at range.  The main cost of using it is that if you suffer heavy casualties before you have money to get new rookies, you might find yourself digging into your reserves of bad shooters.

Compare to training roulette, which doesn't let you know which soldiers are good or which soldiers are bad in advance.

True, but manly men pretend that they don't have magic numbers indicating the exact accuracy of all their soldiers and just take whoever happens to show up to the skyranger first. :P
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Kydrasz

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #6821 on: November 19, 2013, 10:11:29 pm »

I'd say Not Created Equally pulls you down about a quarter of a difficulty level.  While it is true that it can produce worse soldiers than normal, you aren't going to use those soldiers.  So for all intents and purposes it represents a ~10 aim buff to all your soldiers at no cost.  It completely changes the dynamics of the early game to have supports and assaults that are worth shooting with at range.  The main cost of using it is that if you suffer heavy casualties before you have money to get new rookies, you might find yourself digging into your reserves of bad shooters.

Compare to training roulette, which doesn't let you know which soldiers are good or which soldiers are bad in advance.
You have a good point, the main reason I use it though is because I just don't like everyone having the same stats. There's another downside for this just that you can get recruits with terrible will, while they might be really good shots the slightest reason will make them panic and shoot each other. That or aliens will mind-control them and murder everyone in the team.
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WillowLuman

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #6822 on: November 19, 2013, 11:22:22 pm »

Damnit, just had to reload an entire mission and start over because the game wouldn't let me revive a soldier, even though the medic was clearly within the red circle range.
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My Name is Immaterial

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #6823 on: November 19, 2013, 11:37:13 pm »

Damnit, just had to reload an entire mission and start over because the game wouldn't let me revive a soldier, even though the medic was clearly within the red circle range.
And this is why I dont play on Ironman. And the fact that I am a milk-drinking baby.

Metalax

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #6824 on: November 20, 2013, 09:59:06 am »

I'd say Not Created Equally pulls you down about a quarter of a difficulty level.  While it is true that it can produce worse soldiers than normal, you aren't going to use those soldiers.  So for all intents and purposes it represents a ~10 aim buff to all your soldiers at no cost.  It completely changes the dynamics of the early game to have supports and assaults that are worth shooting with at range.  The main cost of using it is that if you suffer heavy casualties before you have money to get new rookies, you might find yourself digging into your reserves of bad shooters.

Compare to training roulette, which doesn't let you know which soldiers are good or which soldiers are bad in advance.
You have a good point, the main reason I use it though is because I just don't like everyone having the same stats. There's another downside for this just that you can get recruits with terrible will, while they might be really good shots the slightest reason will make them panic and shoot each other. That or aliens will mind-control them and murder everyone in the team.
The other thing that can be good or bad when using Not Created Equally is that it also effects each soldiers base move speed and potential move increases on leveling, and which unlike aim or will you can't see until you take the soldier into a mission. I've ended up with an assault with maxed out will and aim who moves slower than a geriatric sloth and a support who could dash across quarter of the map after taking the sprinter skill choice and hitting Colonel.
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