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Author Topic: XCOM: Enemy Unknown (New by Firaxis)  (Read 970194 times)

EnigmaticHat

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #6855 on: November 25, 2013, 03:47:32 am »

I think I'm finally getting the hang of I/I.  I mean, I'm not winning, but its I/I and I'm not using exploits so...

Anyway, I was playing a training roulette only I/I game that I've fought absolutely tooth and nail.  Due to the slower second promotion in EW I haven't actually seen what training roullette does.  I'm on the verge of getting a support Sergeant, leveling up the sniper to squadsight, and getting the officer training school + five leveled soldiers.  I'm also in the graveyard level, which isn't exactly easy but I get down to two alien groups left.  The heavy is hunkered down in partial cover, ready to kill 3 sectoids with one rocket the next turn.  Cue the sniper getting one-shot in full cover.  The rookie decides to turn her back to the enemy and shoot the wounded assault in the back.  Now, up to this point I had assumed that there some sort of aim penalty to teamkill panic that caused it to always miss.  Apparently this isn't the case, because she fucking murdered the assault.  After the heavy got the rocket off I proceeded to semi-accidentally get the rookie killed, leaving the heavy to take out the last group on his own.  He lucks out and kills the first with overwatch, and then has a protracted staring match with the last sectoid involving a lot of hunkering and overwatch, before finally cheating and taking it out with his gun.

I finally get to find out what training roulette is like after that.  The new support promotes to deep pockets + smoke and mirrors, while the heavy gets opportunist.  We also have a squaddie sniper, a scope, a medikit, and room for two rookies in the squad.  The month ends and the first mission of the second month?  FUCKING PORTENT

So yeah, I guess my point is that early I/I is ridiculously fragile.  One plasma shot gets through, and your entire run can be seriously fucked up.  Not that I'm technically dead yet...
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Chattox

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #6856 on: November 25, 2013, 05:51:57 am »

Christ on a bike, the base defense mission is hard. I was playing on easy (because I suck hardcore at this game) and the first wave consisted of a mechtoid, a unit of mutons led by a berzerker, and one of the mind control sectoids.
The worst part is I made it to the last wave then all but one of my men pussied out and started panicking, losing me the game. Goddamn humans and their feelings.
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umiman

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #6857 on: November 25, 2013, 07:29:34 am »

The soldiers panic on easy?

Though I've never played on easy myself ever, so I don't actually know what they do haha. I kinda imagined all the aliens wore bright neon lights and used feather dusters as weapons.

BFEL

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #6858 on: November 25, 2013, 08:55:22 am »

Christ on a bike, the base defense mission is hard. I was playing on easy (because I suck hardcore at this game) and the first wave consisted of a mechtoid, a unit of mutons led by a berzerker, and one of the mind control sectoids.
The worst part is I made it to the last wave then all but one of my men pussied out and started panicking, losing me the game. Goddamn humans and their feelings.
What were your troops like? I mean I fucking BREEZED through that mission, like I said, only one rookie died and they were doing some damage too.

Also STILL wish I got to keep those rookies from the base defense. I actually really liked those guys (ok girls really, they were mostly girls.)
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Chattox

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #6859 on: November 25, 2013, 11:07:11 am »

I actually had my full force of guys on hand, no one was injured or otherwise occupied. I had a couple mech troops, a couple genetically engineered ones, all of which were around corporal level.
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BFEL

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #6860 on: November 25, 2013, 11:37:00 am »

I actually had my full force of guys on hand, no one was injured or otherwise occupied. I had a couple mech troops, a couple genetically engineered ones, all of which were around corporal level.
I'm sorry but I have no idea how you lost. Seriously. NO. IDEA. That mission was EEEEEEEASY, lots of positions to throw snipers in, the first room was the hardest, but pretty simple to clear if you have anything RESEMBLING an idea what you're doing, and then from there its just put people into good positions and wait for aliens to die.
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WillowLuman

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #6861 on: November 25, 2013, 11:52:05 am »

Unless you put one of your snipers too near the door when the chryssalids show up.
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BFEL

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #6862 on: November 25, 2013, 12:28:47 pm »

Unless you put one of your snipers too near the door when the chryssalids show up.
I did that too, but I didn't lose anyone...well anyone important anyway.
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Neonivek

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #6863 on: November 25, 2013, 02:54:53 pm »

Unless you put one of your snipers too near the door when the chryssalids show up.
I did that too, but I didn't lose anyone...well anyone important anyway.

Yeah but you have played the game. Sometimes the aliens can get an extra move on you.
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Chattox

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #6864 on: November 25, 2013, 04:59:55 pm »

I'm sorry but I have no idea how you lost. Seriously. NO. IDEA. That mission was EEEEEEEASY, lots of positions to throw snipers in, the first room was the hardest, but pretty simple to clear if you have anything RESEMBLING an idea what you're doing, and then from there its just put people into good positions and wait for aliens to die.

This is what fucked me over, all through the game I got the most awful spread of classes. I had no supports at all, 1 heavy, maybe 2 snipers and a billion assaults. Also I got wrecked when the mind-control sectoid took my heavy and trashed a bunch of guys with the rocket launcher.
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Taricus

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #6865 on: November 25, 2013, 05:06:30 pm »

...How can you even screw up with several assaults? That's... That's just physically IMPOSSIBLE.
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WillowLuman

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #6866 on: November 25, 2013, 05:09:53 pm »

Cyberdiscs, Chryssalids, and Sectopods are quite good at killing assaults, in my experience. Of course, assaults are best against these units: they are both very good at killing each other.
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Dohon

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #6867 on: November 25, 2013, 05:40:41 pm »

My base defence mission was a real PITA. I got a MEC, 2 supports, an assault and a sniper. Carapace armour, laser rifles (the sniper just had basic armour and basic rifle). The cyberdisks (4, with 2 drones) I fended off nicely. The chrysalids weren't a problem. The mech bay seemed to be an ideal defence position: elevation, cover and a (mostly) unobstructed view of a large area, with nice funelling areas which allowed for some nice murder zones.

Only, the enemy threw 4 mechtoids at me. Four. I didn't know those blighters could fire twice if they remained stationary. Couple that with a few berserkers (harmless if you can down them fast enough) and some mutons ... The base defense rookies got some nice kills, but panicked nearly every single time. My regular troopers weren't exactly high level (screwed up the last mission, losing me nearly a full squad) and in the end, one assault soldier made it out. I promptly gave her all the medals, all the gear and spent ALL my meld on getting her kitted out with genemods. She's a beast now, having fought off 3 sectoid commanders and a few heavy floaters single-handedly during a landed UFO operation.

It was an absolute nightmare of a mission, a close-run affair until the very end. I'm not the greatest tactician, but boy, it made me sweat. This was on Normal / Ironman too. The game has gotten harder with all the new toys. But, as always, if you delay doing missions, you will find that the game throws bigger and badder meanies at you. Four mechtoids is nothing to sneeze at, especially if the AI is smart enough to keep a sectoid in heavy cover and far away from the frontlines. Those mechtoid shields, man ...
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Chattox

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #6868 on: November 25, 2013, 05:48:46 pm »

Those mechtoid shields, man ...

This sums up my entire base defense mission
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EnigmaticHat

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #6869 on: November 25, 2013, 07:54:35 pm »

So as it turns out, using a ghost grenade to save an assault because she revealed a pack of mutons doesn't really work if the assault has close combat specialist.  :(
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