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On October 13 2012 08:41 DaCruise wrote: Ironman + classic was too damn hard for me. Had to remove ironman but its still very challenging imo. Constantly lack funds and have to save/load a lot in true XCOM style.
I am not that far into the game but having a sniper with scope + the perk that allows him/her to fire at aliens within vision of any squad member feels "slightly" OP. Well in old xcom all your soldier had this ability by default.
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On October 13 2012 00:41 killy666 wrote:Show nested quote +On October 12 2012 23:04 AngryMag wrote:I will name my soldiers after politicians, so it won't hurt if they die Just need to restrain myself from suiciding them, also they will be more likely to just run away if they panic.. This is genius, i'm sooo gonna do this. thank you sir.
haha, yea that is a funny idea.
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I did some save/loading when I got psi labs. It seems like the gifted soldiers get RNG'd when you hire them. I did a lot of testing and the same soldiers turn out to be gifted every time. The caveat is that if you train 2-3 gifted soldiers at the same time, the game only makes one gifted and you just wasted two "gifted" soldiers.
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Sometimes I dont get the line of site going on in this game. I guess the sniper ability also lets me shoot bullets around corners?
There's a lot of bullets going through things bullets shouldnt be going through.
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Got the game and been giving it some hours and here's the initial opinion and how my game went.
I started a normal ironman to get used to the game, controls and what have you. Going through the boring hand held tutorial, game seemed really nice and I enjoyed it. Tutorial went over the basics pretty fine, but I agree with many others that it totally skips how valuable satellites are and for some reason has a huge obsession about capturing a live alien.
Well, as anyone who played original knows, quick capture of a live Navigator actually is quite crucial since it opens the game up and makes it so much painless to save the world. Navigator gives you the Decoder, which means you can start making cheap radar bases (lift, general stores, decoder) to get your detection grid up and giving you expansion choices, without sacrificing too many resources in the unfortunate case that the aliens find your radar base early on.
But this game was a little too much on to the importance of live capture, so I decided to delay that as much as possible. I teched everything before capturing device and lost 0 countries while doing so, eventhough I also fell into the trap of not realizing the importance of satellites until I was well into the game. Gladly I was able to salvage the situation. Those saying the story develops too fast and they have hard time keeping countries are one of the reasons I delayed researching that capture device (well to be fair, I guess just delaying capturing a live alien does just as well), to make sure I took the story on my own pace.
Problem rose when I didn't figure the satellites out (still haven't fully I'm sure) and I started getting some countries deep into panic, but not quite yet leaving. The benefits of satellites are 3 fold for what I've seen so far.
1) the direct benefit is that assigning a satellite reduces the panic level of the country, so it works as a last effort bandaid to a bad situation if the country doesn't already have a satellite.
2) Money, you get income. Quite simple, but effects every part of the game. More money, more gear, more tech, more gizmos, more satellites, more everything.
3) Detection, chance to get missions in those countries. Down a UFO you detected and do the mission, reduce panic level.
Downside is building the control stations cost quite a bit of resources and time. The tutorial does quite poor job of informing you all of this.
Then you have the abduction missions where you feel like no matter what you choose you get fked, just because they decided you'll ever have one Skyranger (seriously wtf). Another deception are the rewards offered for each of the 3 sites, which divert your attention from the true reward that is reduced panic. Gladly I spotted this one out fast so it didn't mess up my game. Being rewarded 4 engineers, which is handily 1 engineer too little for most "tech jumps" which seem to go in steps of 5, is just a minor discount on purchases. It might seem like nice, but you have to get that reward 5 times (20 engis) to make the most out of it. Pure cash rewards are simple. Not sure really what the scientists do, I didn't find much reason to speed up my research all that much so far. Getting a vet soldier seems most lucrative, but selection should always always be based first on panic levels. Go where the effect would get worst if you don't pick that mission.
Unlike the original where Terror missions really were that, usually a bad trade for you in whatever the outcome of the mission was, since the gains were so bad. There was no UFO on site, so no UFO parts, elerium. Terror units present which could be from completely harmless (reapers) to absolutely terrible (chrysalid, cyberdisc, sectopod). No high ranking captures for you and all captures would be very hard as the aliens are spread around in an urban area, worst are to fight in. Civilians present so you can't simply level the place either. Here terror missions are a welcome chance to reduce panic level in a country. You get a civilian counter which so far I was totally ignoring, because the mission ends when you kill all aliens or rescue all civies I guess, but since running to each civilian to rescue is a sure way to get your squad KIAed, I just carefully hunted aliens instead.
One thing I need to rant about at this point: The camera. I don't know if it's because this title had to be console friendly or what, but the camera is fucking terrible shit. In outside missions or small one level UFOs, the camera while annoying at times to get around with, still works. However, when I ran into my first multideck UFO, all went to hell. Once I was inside the craft, I could not, and I'm not kidding, move my soldiers on the deck level that I was viewing them. So, if I was viewing 1 level above ground level (one mousewheel up), the move commands I would give, would be given to ground level inside the ship. So to be able to move ground+1, I had to move my camera to ground+2. Which ofc means I didn't see the ground+1 layout! This resulted in me ordering my heavy to jump down a ledge, where upon landing he discovered 3 chrysalids and the mad dash rescue from my whole squad wasn't enough to bring the 3rd down before I was out of actions. Had the camera worked properly, my heavy would have ducked into the ledge 1 level above those chrysalids and proceeded to blow them the hell out of this world.
Overall, beyond the few retarded design choices and bugs (I didn't get the patch, since I read it introduced more problems than fixed) the game is really really good. I don't regret a that I spent 50 euros to buy it. I'm sure not all old XCOM players will like what they did to the combat, but it works okay enough and while the pressure in the game has moved into keeping panic in countries low from just being able to keep your soldiers alive in missions, the game feels like a decent modern day XCOM. I don't like the glaring console-wannabe-retard-proofness, seems devs can't make proper PC games anymore and some of the mini cutscenes when you find an alien squad are really silly, but the game still delivers.
I'll be off to capture my live specimen now and move the story forward to see what's up ahead. Might start training 2nd squad of soldiers as my 1st squad is almost fully ranked and I don't even have plasma weapons yet.
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On October 13 2012 13:10 andrewlt wrote: I did some save/loading when I got psi labs. It seems like the gifted soldiers get RNG'd when you hire them. I did a lot of testing and the same soldiers turn out to be gifted every time. The caveat is that if you train 2-3 gifted soldiers at the same time, the game only makes one gifted and you just wasted two "gifted" soldiers. I'm absolutely positive that I've gotten 2 gifted soldiers from a single batch.
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I too have had >1 gifted soldiers pop out at the same time.
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I'm too afraid to attack the alien base :\
I think I'm doing pretty decent so far, just lost china though :\.
One thing that sucks is that I wasn't exactly sure how healing critically wounded soldiers worked. First I was right next to the guy but it wouldn't let me heal him, so I spent a turn moving on top of him. then I clicked on him with the other soldier and i though I healed him. But i didnt and moved on with the mission thinking he was fine :\. What really sucks was that guy was my only heavy class and I have gotten so few of them this game. On the other hand I have like 6 snipers :\.
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Sweden33719 Posts
Can I pick up dead squadmates items like in the original or is it not possible anymore?
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On October 13 2012 14:23 Liquid`Jinro wrote: Can I pick up dead squadmates items like in the original or is it not possible anymore? Not possible, I don't think. The only possible things to "pick up" are Plasma Weapons, after your research them, and then stun an alien carrying one. Then you "pick them up", but they just go into your locker IIRC.
On October 13 2012 14:21 Ideas wrote: I'm too afraid to attack the alien base :\
I think I'm doing pretty decent so far, just lost china though :\.
One thing that sucks is that I wasn't exactly sure how healing critically wounded soldiers worked. First I was right next to the guy but it wouldn't let me heal him, so I spent a turn moving on top of him. then I clicked on him with the other soldier and i though I healed him. But i didnt and moved on with the mission thinking he was fine :\. What really sucks was that guy was my only heavy class and I have gotten so few of them this game. On the other hand I have like 6 snipers :\. When someone is in critical or wounded, a little red circle will appear behind them, and then you gotta send the guy with the medipac inside that circle, and tell him to use your medipac. Keep in mind that you can only use each medipac once per chapter (unless you get the Support Upgrade to use one 3 times), and it has to be the reviving person equipped with one, not the critical person.
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On October 13 2012 14:23 Liquid`Jinro wrote: Can I pick up dead squadmates items like in the original or is it not possible anymore? Sadly no. Should really have been implemented.
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On October 13 2012 13:10 andrewlt wrote: I did some save/loading when I got psi labs. It seems like the gifted soldiers get RNG'd when you hire them. I did a lot of testing and the same soldiers turn out to be gifted every time. The caveat is that if you train 2-3 gifted soldiers at the same time, the game only makes one gifted and you just wasted two "gifted" soldiers.
thats not true I have gotten 2/3 gifted.
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Ok this is bullshit, one of my high ranks went down, but didn't die. I run my medic over there and try to stabilize "no one in range of medikit to stabilize" the fucking guy is right under the medic's legs! I try to reposition around the downed dude for 3 turns till he bleeds out.
Fucking shit he was a full ranked assault.
these things make me not want to play ironman
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apparently 61% chance to hit = 0%
digging xcom even if it feels a bit too casual for my liking
also straight up fuck you to whoever designed this camera setup
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Got the game yesterday and played until 3:30am, after the first terror mission, which cost me a captain ranked heavy. The game is really challenging. I'm running out of just about everything except snipers. I think I screwed up my base building terribly by wasting too much time digging to get more adjacency bonuses.
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They really need to do a patch fixing the camera issues, especially on levels with multi-level stages. Like issues where the only way to give your guys move commands to their same level is if you mouse-wheel up so you can't even see them.
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Classic Ironman October - only lost 3 countries and that was awhile ago. All countries are one bar and pretty much dicking on most things. Absolutely swimming in cash, not entirely sure what I'm supposed to be using it for now.
I pretty much got those satellites up asap, sometimes I even waited to near the end of the month to then place them. The missions are pretty easy generally if you take your time although once in awhile fucking EVERYTHING COMES AT YOU and you get a nice furious fight. Very rarely do I have a blunder but after doing what I thought would be an easy council mission (was like $60 reward) I sent in mainly a squad of squaddies. Guys weren't prepared for 9 mutons coming at them :[
Terror missions are piss too. I don't bother save civilians, I just kill everything.
Oh and supports are awesome. Does anyone else just outfit their squad with scopes? Those things are amazing.
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I did a mission and got one of those vet soldier rewards.
Next mission, we spot 3 gray men (sectoids?) and i dash him down the side of a train to flank him, having vision on the other side.
6 gray men and 2 weird half body things come flying down this train and instagib him in one turn.
DONT DASH WITHOUT VISION ! q.q..
Also, i feel soul for the 61% chance to hit = 0% i mean wtf...
At one point, i fired 3 times at pointblank range with a 70+% chance on all 3 dudes to hit this thing, all missed, then he turns around and headshots one of them. FML
Not quitting classic ironman though, i refuse, even though im on game 10 in 5 hours :D
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I lost the only 3 guys max rank i had left ( ironman/impossible) . I feel like suiciding irl.
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On October 13 2012 13:10 andrewlt wrote: I did some save/loading when I got psi labs. It seems like the gifted soldiers get RNG'd when you hire them. I did a lot of testing and the same soldiers turn out to be gifted every time. The caveat is that if you train 2-3 gifted soldiers at the same time, the game only makes one gifted and you just wasted two "gifted" soldiers.
I'm pretty sure that the game uses seeded RNG to prevent save/load cheating (to an extent at least). So every time you reload to take the same action, you'll get the same RNG result. You may or may not be able to mess with this a bit by scrambling the order of actions you take.
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