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Author Topic: XCOM: Enemy Unknown (New by Firaxis)  (Read 969877 times)

Flying Dice

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #9090 on: June 28, 2015, 09:04:32 pm »

It's a good game in it's own right, and captures a lot of the essence of X-Com, even if the exact mechanics aren't identical.

That said, EW is a pretty substantial improvement in and of itself and is also necessary if you want to play Long War.
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BFEL

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #9091 on: June 29, 2015, 02:30:41 am »

And you DO want to play Long War. You don't know yet, but you do.
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Boltgun

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #9092 on: June 29, 2015, 03:51:54 am »

It's a good game in it's own right, and captures a lot of the essence of X-Com, even if the exact mechanics aren't identical.

That said, EW is a pretty substantial improvement in and of itself and is also necessary if you want to play Long War.

I still can't decide if the mechanics are a simplification over the original game or the feedback is simply better. The original game never told what good covers were.

Either way I have to say it, it's a ton less tedious than the original game. As much as I loved it, I am glad I no longer have to manage base inventories. The only thing missing is that you cannot make up your strategies to counteract tough mechanics like loading rookies with light-bulbs and smoke bombs to prevent shots from out of sight.

I just completed laser weapons and from what I know, this is when aliens start to take a boot to the head.
« Last Edit: June 30, 2015, 04:47:39 am by Boltgun »
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KingofstarrySkies

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #9093 on: June 30, 2015, 04:40:00 am »

Only thing I kiiinda dislike. is only one base. Having multiple, then having multiple Skyrangers/whatever they were in Xenonauts was AWESOME.
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Sean Mirrsen

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #9094 on: June 30, 2015, 04:46:14 am »

They were Charlies in Xenonauts. Which led me to call my primary strike team the "Charlie's Angels" at one point.
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Boltgun

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #9095 on: June 30, 2015, 04:48:29 am »

Yes it's annoying knowing you have enough rookies to at least give all abduction sites a go.

And completed the carapace armor, difficulty went down a lot.
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KingofstarrySkies

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #9096 on: June 30, 2015, 04:53:15 am »

I made goddamned task-forces. My favorite method was a small squadron, headed by a scouter-car. This was in Xenonauts, obviously.
The car was goddamn hilarious. It just BARELY fit in UFO doors, so I'd get a soldier to open it, drive the car in, and then UNLOAD as the door is jammed open and the aliens run and scream and i'm a terrible person
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Boltgun

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #9097 on: July 01, 2015, 03:28:15 am »

Completed the mission where you have to down an ufo by disabling its conduits.

Reaching the end, out of medkits and spotted my first cyberdisk, how much HP does this thing have!?

It goes around a corridor, while a muton get some overwatch damage from an opening, have an OHSHIT moment when the disk morph into it's combat pose.

All the team shoot at it for two turns, Zhang finish it with a rocket. 3/4 operatives are at 1HP, crazy luck that no one died.

Then the muton charges from outside the line of sight, oh no!

Boomer the assault : Nope! *pew pew*

Picking close combat specialist was a good idea after all.
« Last Edit: July 01, 2015, 03:58:48 am by Boltgun »
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BFEL

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #9098 on: July 01, 2015, 06:17:52 am »

Hehe ONE cyberdisk :P

With Long War there were 3 on that mission. One spawned behind my team after the second conduit.
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BurnedToast

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #9099 on: July 02, 2015, 12:25:48 am »

Just lost my first soldier in a very long time to a ridiculous bug. she was grenaded by an exault, which destroyed her cover.... and part of the wall. That revealed some enemies, which instantly got the free dash into cover.... and then the bug is they got a free turn to shoot too. Since she had no cover, it was just crit crit dead. Would have been absolutely no problem without the bug, I could have easily wiped everyone out or just moved to safety in the next turn.

But I wiped out the exault HQ anyway. Incredibly anti-climactic, I was really expecting more. Other then the buggy death it was just kick in door -> melt faces -> win. I was kind of expecting some sort of explanation or something but... nope.

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Chiefwaffles

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #9100 on: July 02, 2015, 01:03:05 am »

Exalt HQ is a bit underwhelming in terms of difficulty, but it's pretty fun because of how destroyable their base is. Even if I don't try, their base ends up in ruins before I end the mission, with flaming walls and debris everywhere.
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umiman

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #9101 on: July 02, 2015, 01:09:30 am »

Exalt HQ is a bit underwhelming in terms of difficulty, but it's pretty fun because of how destroyable their base is. Even if I don't try, their base ends up in ruins before I end the mission, with flaming walls and debris everywhere.
I always enjoyed bringing an entire squad of MECs to assault their HQ. And I always jumped in from the big, expensive looking glass roof. And I always made sure everyone was loaded up with as much explosives as possible.

Flying Dice

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #9102 on: July 02, 2015, 02:02:59 am »

It's a good game in it's own right, and captures a lot of the essence of X-Com, even if the exact mechanics aren't identical.

That said, EW is a pretty substantial improvement in and of itself and is also necessary if you want to play Long War.

I still can't decide if the mechanics are a simplification over the original game or the feedback is simply better. The original game never told what good covers were.

Either way I have to say it, it's a ton less tedious than the original game. As much as I loved it, I am glad I no longer have to manage base inventories. The only thing missing is that you cannot make up your strategies to counteract tough mechanics like loading rookies with light-bulbs and smoke bombs to prevent shots from out of sight.

I just completed laser weapons and from what I know, this is when aliens start to take a boot to the head.

The thing is, oldCom didn't actually have a "cover system" as such, in the sense of "your numbers are bigger if one of these objects designated as valid cover is between you and the enemy shooting at you." It was just that, if the shot scatter happened to go through a line which had some bit of the terrain interposed between the trooper and their gun, it'd hit that instead of your soldier. Taking cover didn't affect enemy accuracy at all, IIRC, it just made it less likely that shots which were (intentionally or not) on a path to one of your guys/gals would hit.

It also means that you don't have the thing where shooting into a pack of ayy lmaos was basically an assured hit even if you missed the target.

--

But yeah, then you're at the point where you realize you need Long War. That's the main thing, in LW things all start going to hell when you hit beam lasers after a relatively smooth start.
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Sean Mirrsen

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #9103 on: July 02, 2015, 02:30:21 am »

It's a good game in it's own right, and captures a lot of the essence of X-Com, even if the exact mechanics aren't identical.

That said, EW is a pretty substantial improvement in and of itself and is also necessary if you want to play Long War.

I still can't decide if the mechanics are a simplification over the original game or the feedback is simply better. The original game never told what good covers were.

Either way I have to say it, it's a ton less tedious than the original game. As much as I loved it, I am glad I no longer have to manage base inventories. The only thing missing is that you cannot make up your strategies to counteract tough mechanics like loading rookies with light-bulbs and smoke bombs to prevent shots from out of sight.

I just completed laser weapons and from what I know, this is when aliens start to take a boot to the head.

The thing is, oldCom didn't actually have a "cover system" as such, in the sense of "your numbers are bigger if one of these objects designated as valid cover is between you and the enemy shooting at you." It was just that, if the shot scatter happened to go through a line which had some bit of the terrain interposed between the trooper and their gun, it'd hit that instead of your soldier. Taking cover didn't affect enemy accuracy at all, IIRC, it just made it less likely that shots which were (intentionally or not) on a path to one of your guys/gals would hit.
That's the thing, it doesn't have a "cover system", but it does have cover. Even a 100% shot will not hit if the window in the way absorbs the shot. A fence does not alter the numbers for accuracy, but it will still intercept a shot made from either side of it if the shot travels in the right way.

Perhaps a "best of both worlds" in this sense was, again, Silent Storm. It had no cover system, but taking cover behind something did alter the accuracy numbers, because the game approximates the visibility of the target from the shooter's point of view, and the chance that the shot will penetrate the cover and still hit the target, and displays the result of that approximation as the accuracy number.
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"Europe has to grow out of the mindset that Europe's problems are the world's problems, but the world's problems are not Europe's problems."
- Subrahmanyam Jaishankar, Minister of External Affairs, India

Flying Dice

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Re: XCOM: Enemy Unknown (New by Firaxis)
« Reply #9104 on: July 02, 2015, 03:40:44 am »

And I think that we can all agree that Aiming Angles was a really shitty way to try to replicate that.  :P
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