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Author Topic: XCOM: Enemy Unknown (New by Firaxis)  (Read 970091 times)

Urist Imiknorris

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #8940 on: June 19, 2015, 06:34:06 am »

I usually have basic lasers by the end of April. Don't know what took you so long.

And why is that sectopod flying?
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BFEL

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #8941 on: June 19, 2015, 07:29:31 am »

My Rocketeer just leveled to the point where he can get a callsign.

His name is Nat Gordon.

The game assigned him the callsign "Flash"
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Mephansteras

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #8942 on: June 19, 2015, 09:36:39 am »

My Rocketeer just leveled to the point where he can get a callsign.

His name is Nat Gordon.

The game assigned him the callsign "Flash"

That's pretty awesome.
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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #8943 on: June 19, 2015, 09:37:10 am »

This cannot be a coincidence.
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Flying Dice

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #8944 on: June 19, 2015, 01:53:17 pm »

I usually have basic lasers by the end of April. Don't know what took you so long.

And why is that sectopod flying?
Hint: It isn't.

Spoiler (click to show/hide)
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Urist Imiknorris

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #8945 on: June 19, 2015, 03:40:50 pm »

I knew it was big, but it looked like it was half-standing on the back of the car.
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Flying Dice

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #8946 on: June 19, 2015, 03:59:16 pm »

Nah, that's just the bad perspective. You can see the right leg more clearly where it's clipping through the other, normal-sized Sectopod.
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Sensei

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #8947 on: June 19, 2015, 11:50:17 pm »

Well, in my Long War campaign, it seems like I've encountered my first truly impossible mission. It's an Exalt mission on a tiny map (the one on the docks with the tall building) where triggering one group of Eggsalts inevitably brings all 16 to bear at once on my party of four. I don't think I could do this even with a decisive armor and weapons advantage. They just swarm the entire (tiny!) map by the second turn, wandering into my line of sight even if I managed to just pull one group. Then they use explosives, all of them. *shudder*

I mean, missions you have to run away from are one thing, but this time it means abandoning my covert operative. God damn.
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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #8948 on: June 19, 2015, 11:56:07 pm »

Gotta use those relays.

I remember one EXALT mission where I managed to get 4 consecutive turns of uninterrupted murder in.
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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #8949 on: June 20, 2015, 12:26:22 am »

I don't know about LW Eggvents, but in regular EW they still use rocket launchers.  As far as I can tell the relays just unloads their primary weapons.
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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #8950 on: June 20, 2015, 12:30:12 am »

No relays in that map. :(
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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #8951 on: June 20, 2015, 02:40:58 am »

because there's no going back to the times where 20-alien missions with entire pods of Heavy Floaters and Mechtoids are the game giving you a break.  :P
Heavy Floaters and Mechtoids would have been a dream. In my last run (which was lost due to computer problems) I was just facing endless amounts of Muton Elites, all of which seemingly had the bombard skill to let them vastly outrange my guns while having a near infinite supply of super-grenades. It made the game feel like I should be digging trenches and complaining about the Nazis instead of fighting aliens; I was certainly getting enough inbound explosives on my positions :P.
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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #8952 on: June 20, 2015, 04:24:30 am »

So what you're saying is that the Uber Ethereal is literally Hitler, right?  :P
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scrdest

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #8953 on: June 20, 2015, 04:35:11 am »

I find LW spawns rather ridiculous. That's my main gripe with the claim that it's not supposed to be 'let's make Normal into Impossible!' - with the game throwing a gorillion enemies who, a couple weeks into the game, get health boosts. Nope, six 5 HP Sectoids is exactly vanilla Impossible.

At the same time, I want literally everything else the mod offers. From the items, through campaign changes, airgame, hell - even enemies randomly having perks.

I just don't want the damn thing's wannabe hardcore features.
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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #8954 on: June 20, 2015, 05:04:16 am »

I find LW spawns rather ridiculous. That's my main gripe with the claim that it's not supposed to be 'let's make Normal into Impossible!' - with the game throwing a gorillion enemies who, a couple weeks into the game, get health boosts. Nope, six 5 HP Sectoids is exactly vanilla Impossible.

At the same time, I want literally everything else the mod offers. From the items, through campaign changes, airgame, hell - even enemies randomly having perks.

I just don't want the damn thing's wannabe hardcore features.

If you don't mind tinkering with a text editor, you can solve this by touching a bit DefaultGameCore.ini

search for "ALIEN AUTOMATIC UPGRADES", you will find some comments explaining the general system that gives aliens (and exalt) bonuses as the game advances, just tone down the ones you don't like, you can even make the bonuses come later, or not come at all.

Would you like to know more?
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