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Author Topic: XCOM: Enemy Unknown (New by Firaxis)  (Read 958725 times)

Silfurdreki

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #7695 on: February 07, 2014, 03:19:55 pm »

Speaking of Portent, does it repeat?  I skipped it because of all the horror stories I'd heard, figuring it would recur like Slingshot, but I haven't seen it again.  If I don't finish Portent is Progeny locked off?

I don't think so. I failed it on my successful run (i.e. some died others ran back to skyranger) and the mission never showed again. Neither did the follow-up missions. I don't know if it comes back if you refuse the mission, but I would assume not.
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GreatWyrmGold

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #7696 on: February 07, 2014, 03:45:42 pm »

Because it's childish and false?
When has that ever impeded humor?
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Remalle

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #7697 on: February 07, 2014, 04:30:38 pm »

Because it's childish and false?
When has that ever impeded humor?
Ever since "humour" started listing "funny" as a requirement.
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forsaken1111

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #7698 on: February 07, 2014, 04:34:03 pm »

Oh god lighten up. It was funny.
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Mageziya

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #7699 on: February 07, 2014, 04:40:26 pm »

On the subject of Country requests for tech and what not, here is something I wrote almost exactly a year ago:

Had an interesting council nation prompt today, from Germany, requesting a Sectopod wreck. Reason? To rebuild and re-purpose it 'reduce' the local panic, for 'defensive purposes, of course.' . According to the prompt after complying and reading the news bar afterwards, they were successful.

This makes me wonder, if they can restore a Sectopod into functioning condition, why are we stuck with crappy S.H.I.V.s?

This was before EW was announced and before I learned SHIVs were apparently good before EW.
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My Name is Immaterial

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #7700 on: February 07, 2014, 05:04:40 pm »

I still want a Sectopod. Or, even better, a full alien squad in campaign.

EnigmaticHat

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #7701 on: February 07, 2014, 05:57:33 pm »

I want a sectoid as a wacky team pet.
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umiman

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #7702 on: February 07, 2014, 06:06:47 pm »

On the subject of Country requests for tech and what not, here is something I wrote almost exactly a year ago:

Had an interesting council nation prompt today, from Germany, requesting a Sectopod wreck. Reason? To rebuild and re-purpose it 'reduce' the local panic, for 'defensive purposes, of course.' . According to the prompt after complying and reading the news bar afterwards, they were successful.

This makes me wonder, if they can restore a Sectopod into functioning condition, why are we stuck with crappy S.H.I.V.s?

This was before EW was announced and before I learned SHIVs were apparently good before EW.
They probably just put their own crappy robotics inside of it.

So it looked like a Sectopod but it couldn't do anything beyond make noise or something like that.

WillowLuman

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #7703 on: February 07, 2014, 06:46:06 pm »

Sectopods are superior to SHIV's in only one respect...
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My Name is Immaterial

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #7704 on: February 07, 2014, 06:51:41 pm »

They have a metric shirt ton of health and can fire twice in one turn and have an APE attack?

Darkening Kaos

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #7705 on: February 07, 2014, 07:25:08 pm »

That is a lot of light plasma. You must capture aliens a lot more often than I do, since I almost never have enough plasma until rather late in the game.

   The only plasma weapons I have to build are the sniper rifles, everything else is captured and, at present, I'm only lacking in the pistol department, so I have been trying to capture sectoids lately, but the little buggers are so damned squishy.
    I also had a request from the Germans for 6 EXALT Sniper Rifles, I think I only ever got two before they went laser, so I was never able to fulfill that one - apparently they wanted to infiltrate EXALT and needed their covert operatives to get used to the weapons.
    It also helps that for this run, I have limited myself to only 13 troops, any personell acquired as reward/enticement to attempt any given mission are immediately sacked - they are always subpar anyway.  I did a council mission last night where the reward was 160-ish credits, panic reduction and a Heavy at rank Major.  Soldier sucked so sacked.
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Mephansteras

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #7706 on: February 07, 2014, 07:29:59 pm »

That is a lot of light plasma. You must capture aliens a lot more often than I do, since I almost never have enough plasma until rather late in the game.

   The only plasma weapons I have to build are the sniper rifles, everything else is captured and, at present, I'm only lacking in the pistol department, so I have been trying to capture sectoids lately, but the little buggers are so damned squishy.
    I also had a request from the Germans for 6 EXALT Sniper Rifles, I think I only ever got two before they went laser, so I was never able to fulfill that one - apparently they wanted to infiltrate EXALT and needed their covert operatives to get used to the weapons.
    It also helps that for this run, I have limited myself to only 13 troops, any personell acquired as reward/enticement to attempt any given mission are immediately sacked - they are always subpar anyway.  I did a council mission last night where the reward was 160-ish credits, panic reduction and a Heavy at rank Major.  Soldier sucked so sacked.

What difficulty are you playing on?

I play Classic only, which is tough enough for me that I tend to play everything very safe. Downside is that capturing aliens is only done under careful situations or when an easy opportunity pops up.
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Darkening Kaos

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #7707 on: February 07, 2014, 07:46:25 pm »

    I'm playing on normal, but only with four personnel on the main team so it is artifically harder - I found that out last night when my team faced a sectopod last night, nerve-racking battle that lasted for twenty minutes as I attempted to kite the thing to death.  With the Assault doing 1 or two points damage each turn, plasma wielding support doing three points max, often less.  Sniper unleashing a disable weapon when possible, headshots or reloading.  MEC Trooper being fucking useless missing with the railgun more often than hitting and even when a shot connects it does only up to five damage.
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So! Failed to make peace, war looms, kill the infidels... what are our plans for the weekend?
The Giant Moles in the caverns of my current fort breed like crazy, even while regularly being decimated by other beasts entering them...

umiman

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #7708 on: February 07, 2014, 08:07:09 pm »

Why could you only do 1 - 2 damage?

WillowLuman

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #7709 on: February 07, 2014, 08:11:14 pm »

Damage against sectopods is halved from all sources, and it sounds like he's using ballistics.
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