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Author Topic: XCOM: Enemy Unknown (New by Firaxis)  (Read 969833 times)

WillowLuman

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #7020 on: December 24, 2013, 03:46:46 am »

Again, SHIVs were the unquestioned rulers of all creation before EW, so idk how much stronger they are now.
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Xantalos

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #7021 on: December 24, 2013, 03:47:52 am »

Again, SHIVs were the unquestioned rulers of all creation before EW, so idk how much stronger they are now.
They regen now.
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Sean Mirrsen

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #7022 on: December 24, 2013, 04:00:26 am »

They weren't so great before. Even with the heavy firepower of the SHIV Plasma, you still get less than a good soldier can do. Sure, they are toughish, cheapish, and decent shots, plus can't be psionic'd and later use suppression and fly, but that was basically it - they couldn't do much besides steamroll Sectoid Commanders. Plus any damage to them means they are out of action for a while, and repairing them in the field requires yet another tech, and carrying arc throwers around.

Enter Sentinel Drone tech. One, infinite 2HP/turn self-repair. Not even MECs and genemodded soldiers can do that. (MECs are limited to 6HP/mission, and genemods only restore up to base health) Two, free shot at anything that moves within 4 tiles - Close Combat Specialist for SHIVs, basically.

So now, instead of a cheap but simple and unversatile unit that doesn't do much, you have a cheap and cheerful combination of a tank and a genemodded Assault on speed. Literally on speed, with the later servomotors upgrade.
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WillowLuman

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #7023 on: December 24, 2013, 04:03:33 am »

Unstoppable. Absolutely unstoppable.
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Xantalos

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #7024 on: December 24, 2013, 04:05:57 am »

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Culise

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #7025 on: December 24, 2013, 04:08:54 am »

A great place to test out Mecs, though. And what an amazing layout for squadsight snipers. Best bring someone with Up Close and Personal, though.
Or if the mission happens later than usual, SHIVs with the Sentinel Drone upgrade. Seriously, that one upgrade instantly catapults the humble SHIV from "injured rookie fill-in" to "terror mission must-have". Shaped Armor and Enhanced Servomotors (or Advanced Servomotors, can't remember) help too, but they're a far later tech.
I rolled it ridiculously late in my first game.  Turns out that sending two MECs and four regular soldiers, including a squad-sight Sniper, all equipped with the latest and greatest in plasma weaponry turned it into a total cakewalk. 
Spoiler (click to show/hide)
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WillowLuman

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #7026 on: December 24, 2013, 04:13:02 am »

Spoiler (click to show/hide)
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forsaken1111

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #7027 on: December 24, 2013, 04:28:41 am »

Wait, collapsible floors? Since when?
since always...
Ground tiles can't be destroyed in this game. If you can stand on it, it's indestructible.
Huh... I guess I'm misremembering then. My mistake.
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Silfurdreki

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #7028 on: December 24, 2013, 08:19:16 am »

A great place to test out Mecs, though. And what an amazing layout for squadsight snipers. Best bring someone with Up Close and Personal, though.
Or if the mission happens later than usual, SHIVs with the Sentinel Drone upgrade. Seriously, that one upgrade instantly catapults the humble SHIV from "injured rookie fill-in" to "terror mission must-have". Shaped Armor and Enhanced Servomotors (or Advanced Servomotors, can't remember) help too, but they're a far later tech.
I rolled it ridiculously late in my first game.  Turns out that sending two MECs and four regular soldiers, including a squad-sight Sniper, all equipped with the latest and greatest in plasma weaponry turned it into a total cakewalk. 
Spoiler (click to show/hide)

Spoiler (click to show/hide)
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Mr Space Cat

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #7029 on: December 24, 2013, 08:59:58 am »

A note on SHIVs, a critical hit on them will disable the sentinel module, stopping all regen and the close combat reaction shot. Crits are unlikely due to the harden trait, but it can happen. They aren't completely indestructible.
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WillowLuman

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #7030 on: December 24, 2013, 02:05:24 pm »

Nothing's completely indestructible but Shivs are pretty close. With the additional armor, they can't even get 1-hit-punk'd by the rift anymore.
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umiman

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #7031 on: December 24, 2013, 02:09:45 pm »

Yeah, they're pretty much godmode in EW.

The only reason I don't just only use them is because it would feel so bad. It's supposed to be humans defending valiantly against extinction... except in this case all this humans are chillaxing on a beach while the SHIVs go and do all the work.

I still remember seeing for the first time how nutty they were. When my colonel sniper had a lower hit chance to shoot down a floater than the SHIV. The sniper must have had a "I'm so worthless" moment right there. At least heavies can carry rocket launchers, though I'm not sure why we can't just attach bazookas to the SHIVs either. Probably a union thing.

WillowLuman

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #7032 on: December 24, 2013, 02:35:03 pm »

I tend to reserve them for terror missions, them being so fast.
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Mageziya

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #7033 on: December 24, 2013, 02:36:12 pm »

Then again, you're sending robots, non-sentient, non-living, things to fight. Would you rather have a Human die or a robot? Either way, they're far more ethical than 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.

PanH

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #7034 on: December 24, 2013, 06:16:12 pm »

So, bought Enemy Within with the last sale. After trying again a Classic Ironman (and I'm quite failling at it too), I'm wondering about some stuff :
What happens if I lose a special mission (say, an Operation Slingshot mission ? I also failed one with a french military convoy that has been attacked, don't know if it leads to anything) ? Does the operation chain continue or not ?
Medals are destroyed if the soldier you gave them is dead, I assume ?
How to save a VIP ? Seriously, I remember it being easy as pie, but now, aliens seems to shoot at it first, and when 5 thin men rain down from the sky, I can't kill them all, and they inevitably kill the VIP with their crazy accuracy (failed 3 VIP missions that way).
And, any general advice on classic difficulty ? I know it's kinda too hard for me, but when the game went out, I played Normal, and it became too easily too quick (hell, didn't even finished the game), I wish there was a middle difficulty, so I'm trying Classic.

Also, the game is quite more polished now. The "make items disappear from anyone not in the team" button is crazy useful. Plenty of little stuff (nice options) that are really nice, though, should probably have been in the base game.
« Last Edit: December 24, 2013, 06:55:20 pm by PanH »
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