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Author Topic: XCOM: Enemy Unknown (New by Firaxis)  (Read 959299 times)

Drakale

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #8475 on: October 27, 2014, 09:10:20 am »

Long war is so good, having an epic game at the moment.

Last mission was a terror attack on Paris, and second movement of the game I wake 2 pack of 4 chrysalid and a pack of those floating tentacle things. There is also 2 zombies closing in, but they are the least of my worries at this point. I back everyone up while laying some cover fire. One rookie and a trooper got strangled and didn't make it, but the rest of the squad got out to the extraction point. Paris is overrun, but we live to fight another day. I really like how you can fuck up some mission without instantly losing the war, makes ironman so much more fun.
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umiman

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #8476 on: October 27, 2014, 12:22:38 pm »

I brought three mec troopers and a shiv for that zombie festival when I first did it. Had no clue about the hilarity that was going to happen.

It was a glorious zombie festival.

I didn't lose anything, but it should be obvious as mec troopers and shivs are stupidly OP.

Culise

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #8477 on: October 27, 2014, 12:32:34 pm »

Heh, that's even better than mine.  My first game, I didn't roll it until the Gollup Chamber was being constructed, which meant that I went in with full plasma weapons and end-game armor, but only two MECs; even with that alone, I basically rocked its little Newfie world.  My second game on, I started receiving it in the early game, but by that point I knew exactly what I would be in for and was able to gear accordingly. 
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GiglameshDespair

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #8478 on: October 27, 2014, 12:40:43 pm »

I always wondered in Enemy Within how making a cybernetic death walker was somehow harder than making a robotic gun platform, considering they already exist.
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Robosaur

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #8479 on: October 27, 2014, 12:45:01 pm »

I sent my assault to get every kill that came out of the whale, right up until they stopped spawning. I also managed to get her to kill a whole bunch more, leaving at the last possible moment.
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PanH

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #8480 on: October 27, 2014, 02:28:34 pm »

Spoiler (click to show/hide)

Also, which continent do you start in?
Spoiler (click to show/hide)

Spoiler (click to show/hide)
Yeah, the only difficulty is if you receive it fairly early (e.g. as first or second council mission).
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Shadowlord

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #8481 on: October 27, 2014, 02:37:05 pm »

I brought three mec troopers and a shiv for that zombie festival when I first did it. Had no clue about the hilarity that was going to happen.

It was a glorious zombie festival.

I didn't lose anything, but it should be obvious as mec troopers and shivs are stupidly OP.

Oh? I made one mec trooper, but he survived something like 5 missions before getting killed (by a mind-controlled high-level assault), and through all those missions he never gained any levels. I was not very impressed with his effectiveness either. The only useful thing he was really able to do was to buff everyone else's defense with his area shield thing. Oh well. According to the wiki, I chose the worst class to turn into a MEC, and should have chosen a lieutenant instead of a squaddie.
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Rolan7

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #8482 on: October 27, 2014, 03:16:55 pm »

They do gain less experience, so I use high-ranking soldiers.  I've never even tried the flamethrower yet so I don't know how it is, but the kinetic strike module is a large amount of *reliable* melee damage.  I think just having it makes them move faster, too.  Basically they have a ton of health, a reliable source of massive single-target damage, and a pretty good weapon (though it has to be reloaded like crazy).  Later abilities can make them even more survivable, and they can be healed with arc throwers.  The healing mist is a nice bonus.
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rabidgam3r

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #8483 on: October 27, 2014, 03:18:27 pm »

The biggest problem with them is the later choices in equipment aren't very valuable. The healing mist needs everyone in a cluster, and only heals 6. The grenade launcher does only 4 damage, and doesn't have much for tactical uses.
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GiglameshDespair

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #8484 on: October 27, 2014, 03:25:16 pm »

Destroying cover without emptying your magazine?
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rabidgam3r

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #8485 on: October 27, 2014, 03:44:17 pm »

I'm an easy mode scrub, so I get by without having your namby-pampy fancy tactics. You know, back in my day we didn't have yer rassin-frassin' grenade launchers!
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umiman

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #8486 on: October 27, 2014, 04:00:47 pm »

The grenade launcher and the mine layer can stack damage.

So you drop a mine on an enemy then shoot a grenade at it with another guy. Boom. A billion damage.

Reliable damage is how you win in XCOM. A fully specced Mec trooper has three amazing sources of it.

puke

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #8487 on: October 27, 2014, 04:37:52 pm »

They do gain less experience, so I use high-ranking soldiers.

Dont they get superior advancement profiles though?  By looking at the configs -- at least for Long War -- it seems like MECs of each class have better stat advancement than the comparable trooper.
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Sirus

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #8488 on: October 27, 2014, 06:32:19 pm »

Personally, I've had a lot more luck with genemodded soldiers. In my last game I had an assault who could regenerate health, and in my current game my Squadsight sniper has the ability to leap to any height and the Depth Perception mod for extra Aim and crit when above enemies. Compare that to my MEC heavy, who got wasted by a trio of Mutons on his very first mission and couldn't even hit anything.
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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #8489 on: October 27, 2014, 10:22:31 pm »

I always wondered in Enemy Within how making a cybernetic death walker was somehow harder than making a robotic gun platform, considering they already exist.
Uh. Answered your own question there; we already have robotic gun platforms in active service.
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