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Author Topic: XCOM: Enemy Unknown (New by Firaxis)  (Read 970261 times)

scriver

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #8880 on: June 17, 2015, 10:24:32 am »

Because the areas isnt big enough :P
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Sheb

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #8881 on: June 17, 2015, 11:52:58 am »

Also, you might run in an overwatch when trying to flank the next turn.
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timferius

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #8882 on: June 17, 2015, 02:27:22 pm »

Got Enemy Within do to amazing generosity! Played two missions in Long War, and it's like a whole new game! I thought people were exaggerating but it was amazing and tense as I cleared room to room and had to think long and hard about where to go just to take out Sectoids. 10/10 would get generous gift again.

Also, F--k Outsiders, seriously. Regenerating buggers.
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Puzzlemaker

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #8883 on: June 17, 2015, 02:45:16 pm »

Yeah, my playthrough of Long War has been... educational.  I may start over (again) and see if I can do it right this time, maybe with less ragequits.
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scrdest

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #8884 on: June 17, 2015, 02:46:21 pm »

I found Long War's accuracy (on Aiming Angles, I should add) to be extremely obnoxious. I ended up giving up on a playthrough and starting another in Cinematic Mode, because it just wasn't worth the frustration. I mean seriously, alleged world's elite cannot hit a static target three meters away?

If this was supposed to make you use Steady Aim, that's no excuse for me, because Steady Aim is a stupid, and mostly pointless, mechanic. It seems to me you're better off firing, reloading or Overwatching almost 90% of the time - an additional roll at damaging the target will result in more chance to hit than a +20 to Aim, if the enemy moves out of cover you also get more to-hit even with the penalty, and protects from lelflanks (i.e. the alien running out of cover and in your soldier's face).
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crazysheep

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #8885 on: June 17, 2015, 02:46:57 pm »

Also, F--k Outsiders, seriously. Regenerating buggers.
The best/worst thing about Long War is that anyone can get the regeneration perk later on. Have fun :P
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Jacob/Lee

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #8886 on: June 17, 2015, 02:53:10 pm »

Apparently EXALT in Long War tends to be a lot more dangerous, too. I lost four soldiers on the first anti-EXALT operation (not Specs either, mind- these guys ranked up a couple times already) to their operatives throwing grenades at my metal containers. Red Fog is an absolute pain in the ass when you fight twenty enemies (no exaggeration) in one mission. I had to spend the entire game fighting over the second control point because I simply couldn't get to the first without someone dying. One squad of EXALT retreated to it and one more was triggered right next to it, with reinforcements dropping in behind.

Moral of the story: grenades aren't good for your long-term health.
« Last Edit: June 17, 2015, 02:59:06 pm by Jacob/Lee »
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Flying Dice

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #8887 on: June 17, 2015, 03:47:53 pm »

Oh yeah, EXALT will fuck you up if you're not careful. You've really got to abuse the relay hacking to break their guns for a free turn in which you can kill all their snipers and rocketeers.

I found Long War's accuracy (on Aiming Angles, I should add) to be extremely obnoxious. I ended up giving up on a playthrough and starting another in Cinematic Mode, because it just wasn't worth the frustration. I mean seriously, alleged world's elite cannot hit a static target three meters away?

If this was supposed to make you use Steady Aim, that's no excuse for me, because Steady Aim is a stupid, and mostly pointless, mechanic. It seems to me you're better off firing, reloading or Overwatching almost 90% of the time - an additional roll at damaging the target will result in more chance to hit than a +20 to Aim, if the enemy moves out of cover you also get more to-hit even with the penalty, and protects from lelflanks (i.e. the alien running out of cover and in your soldier's face).

I did much the same thing. You're still going to miss shots that you don't deserve to hit (and some that you do), but it isn't stupid to that degree.
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scrdest

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #8888 on: June 17, 2015, 04:02:06 pm »

Yeah, that's my thoughts exactly - after turning it on a miss is 'oh well, was worth a shot', before it's 'AIM THE FUCKING RIFLE AT THE ALIEN YOU STUPID SHIT, THAT WALL IS NOT HOSTILE'.

Especially grating when your dumb shitler of a soldier not only misses a clear shot, but manages to destroy the cover of an out of moves teammate while they're at it.
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Sonlirain

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #8889 on: June 17, 2015, 04:02:50 pm »

I found Long War's accuracy (on Aiming Angles, I should add) to be extremely obnoxious. I ended up giving up on a playthrough and starting another in Cinematic Mode, because it just wasn't worth the frustration. I mean seriously, alleged world's elite cannot hit a static target three meters away?

If this was supposed to make you use Steady Aim, that's no excuse for me, because Steady Aim is a stupid, and mostly pointless, mechanic. It seems to me you're better off firing, reloading or Overwatching almost 90% of the time - an additional roll at damaging the target will result in more chance to hit than a +20 to Aim, if the enemy moves out of cover you also get more to-hit even with the penalty, and protects from lelflanks (i.e. the alien running out of cover and in your soldier's face).

Steady aim is useful but in rather specific circumstances. Usually when doorbreaching. The extra aim becomes useful when you activate a drone or floater pod the following turn. Overwatching is all nice and dandy but with the large hit to accuracy hitting a flying floater is more of an exeption than a rule and you will only waste ammo unless you run up to it with a shotgun.
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Flying Dice

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #8890 on: June 17, 2015, 04:11:27 pm »

That's why you only overwatch with classes specced for it. Seriously, Infantry/Gunners are absolutely deadly once they have a few levels.
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scrdest

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #8891 on: June 17, 2015, 05:34:03 pm »

I found Long War's accuracy (on Aiming Angles, I should add) to be extremely obnoxious. I ended up giving up on a playthrough and starting another in Cinematic Mode, because it just wasn't worth the frustration. I mean seriously, alleged world's elite cannot hit a static target three meters away?

If this was supposed to make you use Steady Aim, that's no excuse for me, because Steady Aim is a stupid, and mostly pointless, mechanic. It seems to me you're better off firing, reloading or Overwatching almost 90% of the time - an additional roll at damaging the target will result in more chance to hit than a +20 to Aim, if the enemy moves out of cover you also get more to-hit even with the penalty, and protects from lelflanks (i.e. the alien running out of cover and in your soldier's face).

Steady aim is useful but in rather specific circumstances. Usually when doorbreaching. The extra aim becomes useful when you activate a drone or floater pod the following turn. Overwatching is all nice and dandy but with the large hit to accuracy hitting a flying floater is more of an exeption than a rule and you will only waste ammo unless you run up to it with a shotgun.
Ah, yeah, that is a reasonable scenario. I seriously suspected the game downright demands you use it in normal combat, which would be total bullshit since aliens don't need to do that to hit.
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Flying Dice

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #8892 on: June 17, 2015, 05:43:28 pm »

Yeah, Steady Aim only has two circumstances where you should actually want/need to use it:

1. When your sniper/rocketeer don't have anything to shoot at that turn.
2. When you're getting ready to breach.
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Mephansteras

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #8893 on: June 17, 2015, 05:56:21 pm »

Yeah, Steady Aim only has two circumstances where you should actually want/need to use it:

1. When your sniper/rocketeer don't have anything to shoot at that turn.
2. When you're getting ready to breach.

2.b When you're getting to do a long range pull using a battle scanner + squadsight
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Lightningfalcon

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #8894 on: June 17, 2015, 06:04:23 pm »

Don't forget when you have shots with less then a 20% chance to hit.
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