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Author Topic: XCOM: Enemy Unknown (New by Firaxis)  (Read 969984 times)

i2amroy

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #9030 on: June 23, 2015, 10:00:56 pm »

Indeed, Beta 15c back in early April doubled both all meld amounts and meld costs to allow for greater granularity.
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Sensei

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #9031 on: June 24, 2015, 12:47:26 am »

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.
And then:
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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #9032 on: June 24, 2015, 12:54:45 am »

Indeed, Beta 15c back in early April doubled both all meld amounts and meld costs to allow for greater granularity.
Hah, I guess that's one of the reasons I should have restarted sooner instead of turning my super-long campaign into a Frankensteinian abomination. I think that game was originally started more than a year ago.
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SOLDIER First

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #9033 on: June 24, 2015, 07:25:39 am »

Disaster has struck! My hubris (and no-death streak) is over.
It started with the Interceptor being shot down, which resulted in a UFO touching down in Japan.
So I send a squad to the landing site - two rocketeers, a medic, Van Doorn the gunner from that one council mission and the two Shivs I started the campaign with, thanks to Ghost in the Machine.
It starts okay. No sign of anything. Until I trigger the pack of four. Seekers. At once.
I immediately nope that and send two separate rockets at them, which takes down three, and have Van Doorn drop the last one. Then I move left a bit, away from the UFO, and I trigger a pod of Floaters and a Muton, my first, which I dispatch easily enough. Then the first Shiv goes down. That's fine, I still have five capable soldiers...
...except a Sectoid (I believe) knocks down one of my rocketeers, so I send the medic over...
...who, immediately next turn, is flanked by an Outsider that I triggered earlier in the mission and forgot about, since they stuck inside the UFO. Mistake.
The medic stabilizes the downed rocketeer fine enough, but another Floater that I missed takes out the second Shiv. I don't often put Shivs behind objects, since they don't get a cover bonus anyway. Mistake.
Then the other Rocketeer is killed, so I send Van Doorn and the medic to basically the only unflanked full cover nearby. I try to take out the Outsider, one Floater I ALSO forgot about in the UFO (MISTAKE) and that Sectoid, who keeps getting Mind Melded by yet another alien I missed, but the two keep missing shots.
Van Doorn is eventually downed and I send the medic over... through Overwatch.
I'm going to go cry now, see you all later.
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Urist Imiknorris

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #9034 on: June 24, 2015, 07:30:02 am »

Watch out for command pods. They make every other pod on the map start pathing toward them/you when you trigger them. If you'd stayed way the hell away from the UFO until you were sure everything else was dead you'd have had an easier time.
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BurnedToast

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #9035 on: June 24, 2015, 10:18:07 am »

Did my first exault mission.... not very happy about the drop ins - didn't everyone complain about that in EU? Why did they add it back in yet again? I had 3 exaults drop right on top of my sniper (thankfully I managed to save him with help from a *very* carefully placed rocket)

Anyway, ultimately I'm left wondering why exault is more dangerous than the aliens are. They seem *VERY* grenade happy (most aliens don't have grenades, and the ones who do don't throw them often), and they had a ton of rocket launchers too though I'm not sure how often they shoot them since I prioritized killing anyone with a rocket launcher. I damn near lost my covert agent because they kept grenading his cover - if the AI were a little smarter about turn order (grenade then shoot, not shoot then grenade) he would have died for sure.
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Mephansteras

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #9036 on: June 24, 2015, 11:00:11 am »

I find the Exalt missions to be poorly designed anyway. They don't make a lot of sense and the artificial 'balance' they added in with the hacking forcing Exalt troops to reload is just bizarre.

While slaughtering never ending waves of guys does lead to some amusing moments, overall I wish they'd done something better with them.
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Parsely

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #9037 on: June 24, 2015, 04:08:02 pm »

They don't make a lot of sense and the artificial 'balance' they added in with the hacking forcing Exalt troops to reload is just bizarre.
Clearly all the guns are linked to the SOP system.
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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #9038 on: June 24, 2015, 06:19:55 pm »

Wow.
I screwed myself over big-time. Again.
To be brief, the first Slingshot pack mission is impossible for me, because I suck at legitimate strategy, I brought three rookies, and Long War does not rebalance the mission's spawns, because it can't. And I'm playing on Ironman. (Well, Bronzeman. More hubris.)
The Thin Men basically pound me with their non-one-shottines and acid spitting and I'm gonna cry again because there goes six perfect soldiers.
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puke

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #9039 on: June 24, 2015, 06:32:52 pm »

That mission is rough. 

I don't know how the pro ironman types do it, but I did it by concentrating my guys on one corner / side where they couldn't get too surrounded and where I could have everyone covering each other -- but far enough apart so only one could get acided at a time.  A dedicated medic in the back row meant that I would only have a guy offline from acid for one turn, and we could keep them at bay long enough to wear them down.

Attempts to break out or flank them with an assault generally ended in failure.  Blowing up their cover worked pretty good though, so do that when you can.

Still, I had to reload a bunch.
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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #9040 on: June 24, 2015, 06:36:49 pm »

I'm just going to be a baby and exit the mission. I mean, there goes a rocketeer, scout and sniper, but I can probably get more. Maybe.
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Lightningfalcon

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #9041 on: June 24, 2015, 06:38:05 pm »

That mission ended my only decently succesful bronzeman run.  Sent my best men, lost so many times that I stopped playing XCOM since two weeks ago.
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BFEL

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #9042 on: June 24, 2015, 06:39:56 pm »

The train one right? That ones easy. Get fast person to dash from node to node while infantries or assaults stand next to the muton spawn points, easy kills of those. Sniper up on top helps immensely, and the rest of your guys can hold the inside of the train from the thin men.
Easy.


Or do you mean the Zhang rescue? Bit more difficult now that they spawn behind you constantly, but was manageable with a few reloads.
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Lightningfalcon

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #9043 on: June 24, 2015, 06:40:55 pm »

The train one right? That ones easy. Get fast person to dash from node to node while infantries or assaults stand next to the muton spawn points, easy kills of those. Sniper up on top helps immensely, and the rest of your guys can hold the inside of the train from the thin men.
Easy.


Or do you mean the Zhang rescue? Bit more difficult now that they spawn behind you constantly, but was manageable with a few reloads.
No, the one with the cemetary, chryssalids, and more then twenty thin mints.  Also one or two mutons, I think.
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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #9044 on: June 24, 2015, 06:45:17 pm »

It's actually either or for the Muties and disgusting zombie farms Chryssalids. Muties on Classic or Impossible in LW, Chryssalids below that.
...so unless you hate life, you have Chryssalids.
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