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Author Topic: XCOM: Enemy Unknown (New by Firaxis)  (Read 972469 times)

MetalSlimeHunt

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #7560 on: February 03, 2014, 12:01:56 am »

I meant the Electropulse isn't very useful.
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Sindain

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #7561 on: February 03, 2014, 12:04:09 am »

Ah, guess I misread.

TBH I was pretty underwhelmed by both the Electropulse and the mine launcher, I could just gun down sectopods most times and I didn't wanna advance vs their overwatch thing most of the times anyway.

Didn't know you could detonate mines with other explosives, might hafta try that sometime.
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bluejello

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #7562 on: February 03, 2014, 12:04:27 am »

I found that it worked best when I had three MECs, two fire it at something and the third explodes them with a regular grenade, 8 damage per mine, and 5 from the grenade for a total of 21 damage if I have my numbers correct.  more useful if you modded the game to prevent the aliens from moving when you see them though. 

http://www.nexusmods.com/xcom/mods/79 is the mod I used.  works in EW

EDIT: electro pulse is good for seekers as well, as it is limited by a cooldown only.
« Last Edit: February 03, 2014, 12:06:24 am by bluejello »
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EnigmaticHat

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #7563 on: February 03, 2014, 12:12:13 am »

Isn't that mod an instant win all day every day?

edit: Apparently its a set of things, so I mean the part where revealed aliens don't move until the end of your turn.  The rest of that mod looks pretty awesome.
« Last Edit: February 03, 2014, 12:16:04 am by EnigmaticHat »
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Darkening Kaos

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #7564 on: February 03, 2014, 12:24:47 am »

     Proximity Mines are best used when you have another soldier with Flush.  But in the end, with Electro Pulse not working as intended - or maybe it is, who knows? - Prox mines is the better option.
     Fired into the middle of a group of Elite Mutons, one of which moves, does 8 damage to the group, or set it off with an alien grenade for another 5 damage.  I use an Assault with Mimetic skin to run ahead and locate the alien spawns, then the Mech fires a prox in the middle before they spot you, the battle is over before it starts.

     Electro Pulse does 5 damage to organic units, I don't usually let robotic units get close enough to use it on them, but I would think they would be stunned for one turn - I have only ever used it once and was underwhelmed by it.

   btw - Juanita is now a Lieutenant and had the choice of Disabling Shot or Sprint.  I hate these difficult choices.
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Sean Mirrsen

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #7565 on: February 03, 2014, 01:46:17 am »

     Proximity Mines are best used when you have another soldier with Flush.  But in the end, with Electro Pulse not working as intended - or maybe it is, who knows? - Prox mines is the better option.
     Fired into the middle of a group of Elite Mutons, one of which moves, does 8 damage to the group, or set it off with an alien grenade for another 5 damage.  I use an Assault with Mimetic skin to run ahead and locate the alien spawns, then the Mech fires a prox in the middle before they spot you, the battle is over before it starts.

     Electro Pulse does 5 damage to organic units, I don't usually let robotic units get close enough to use it on them, but I would think they would be stunned for one turn - I have only ever used it once and was underwhelmed by it.

   btw - Juanita is now a Lieutenant and had the choice of Disabling Shot or Sprint.  I hate these difficult choices.
If you have a MEC with the rocket punch, and you run up to punch someone in the snout, and suddenly get surrounded by its friends, the electro-pulse can be quite useful.

It also ignores cover, so it's indispensable in some areas for getting aliens hiding behind walls.
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Darkening Kaos

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #7566 on: February 03, 2014, 02:01:37 am »

It also ignores cover, so it's indispensable in some areas for getting aliens hiding behind walls.

For which, if it was a wall, I would use rocket punch - kills the alium, eliminates cover and makes a new doorway.  If it is not a wall but a bulkhead or something, you're only going to hit one alium and is it then worthwhile?  Dunno, better positioning and shoot the bugger instead.
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Silfurdreki

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #7567 on: February 03, 2014, 06:07:06 am »

Electro pulse is useful for robots, you run up to them, use electropulse to stun then for a turn, then punch them twice with upgraded rocket punch. That's 41 damage, 20 (or 21, I don't know how the game rounds) on sectopods. Nothing one unit can do alone rivals that in sheer damage.
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GreatWyrmGold

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #7568 on: February 03, 2014, 09:28:50 am »

MEC troopers are kinda weird.
It's like, "hey, let's take off this person's arms and legs and take away their ability to use cover in exhange for some other stuff that's cool"
Note that I haven't played Enemy Within so I don't know he bonuses but to me it's like 'why in the fuck would they give up COVER'
Like all units that can't take cover, they get a defense bonus as if they were in cover, automatically.
And they also have prosthetics for when out of combat.

Also, you can upgrade your troopers to turn the suits into full cover for your squishies unenhanced soldiers.
If you want them to be grenade magnets.
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Culise

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #7569 on: February 03, 2014, 10:41:22 am »

Electro pulse is useful for robots, you run up to them, use electropulse to stun then for a turn, then punch them twice with upgraded rocket punch. That's 41 damage, 20 (or 21, I don't know how the game rounds) on sectopods. Nothing one unit can do alone rivals that in sheer damage.
Pretty much.  Even without rocket punch, given how nasty Sectopods and the like are, anything that knocks them out of commission for one turn guaranteed is definitely worth it in my eyes.  Coupled with disabling shot from a sniper, it gives you three turns of uninterrupted fire to reduce it to nothing, which is more than one usually needs. 
« Last Edit: February 03, 2014, 10:44:16 am by Culise »
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Silfurdreki

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #7570 on: February 03, 2014, 10:53:28 am »

Also, you can upgrade your troopers to turn the suits into full cover for your squishies unenhanced soldiers.
If you want them to be grenade magnets.

And also be unable to do anything. Seriously, even overwatch-shooting will disable the cover. Giving up the MEC entirely so one, or in the best case, two guys can take cover? I found rocket boots to be infinitely more useful.

On another note, fuck the first mission of Portent. It made me ragequit my new CI game. The first group of three thin men hit all their shots and critted 2 of three guys in full cover. I really want to see the other missions in that chain!
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MetalSlimeHunt

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #7571 on: February 03, 2014, 12:14:18 pm »

I'm not sure what's so bad about Portent. I can see how Site Recon goes turndways for people who don't have high tech, but Portent doesn't seem much different from any other Council mission involving Thin Mints.
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Sean Mirrsen

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #7572 on: February 03, 2014, 12:21:42 pm »

I'm not sure what's so bad about Portent. I can see how Site Recon goes turndways for people who don't have high tech, but Portent doesn't seem much different from any other Council mission involving Thin Mints.
Is Portent the first mission before EXALT shows up, or the mission on the dam? The former tends to kill a few of my people every time, because I rarely have decent equipment or large squads by then. Thin Men are way too accurate.
The latter usually happens when I already have good MECs and decent weaponry, so barring especially bad luck it's typically a breeze.
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Sindain

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #7573 on: February 03, 2014, 12:28:45 pm »

Portent has like a billion thin men. just off the top of my head at least 3 squads of three (but i'm pretty sure its actually 4) combined with about 5 more through drops, and a few sectoids for kicks. Also its not really good terrain, sure good concealment, but high ground everywhere that the thinmen can and will abuse. especially since most of the drops are on top of roofs and the roofs don't have much good cover for you. Most council missions have lotsa sectoids to dilute the thinmen. The one I did just recently had 5 thinmen in the entire level, which is like a third of that of Portents. (though that level, the escort mission through that alleyway with the laundry mat, may be the easiest council mission in the game.)

@ Sean, Portent  is the first mission in the new DLC chain, the one about the french convey. AFAIK Exalt is independent of that chain, I could be wrong though.
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10ebbor10

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #7574 on: February 03, 2014, 12:44:24 pm »

Deluge is the dam mission. I would have really liked to see the dam collapse in some cinematic though.
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