XCOM: Enemy Unknown - Page 4
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Tamburlaine
Canada288 Posts
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YMCApylons
Taiwan359 Posts
On August 04 2012 07:05 shackes wrote: Done. It has so many options. Is it worth it to use "improved" weapons and such balance wise, or will it just make the game easier? Improved weapons is a personal choice. It makes weapons that NOBODY uses (like Heavy Laser) into something useful. After you get better at XCOM, you may actually want to turn-off improved weapons, because you'll find out about certain exploits that the improved weapons actually makes worse. I would generally play the game, at least the first time through, in a close-to-unmodified form. This is an old-school game, so expect to fail, a lot. You can mess around with the options after you get a feel for the game. And if you haven't yet, go to UFOpaedia (just google it), to get a head start on understanding some of the basic game mechanics. Oh, and play the original XCOM: Enemy Unknown. XCOM2 is almost the same game, engine-wise, but thematically, it's just not as fun. I'd rather be shooting down little gray aliens in Iowa crop fields than be in some weird submarine firing harpoons at ET-squid. | ||
YMCApylons
Taiwan359 Posts
On August 29 2012 09:59 Tamburlaine wrote: While I don't agree with every change they've made - gonna miss my big squads and my TUs - I'm still Hype as All Fuck for this game. Loved the jumping chrysalid in the video. No TUs and big squads are just so wrong. The problem is they got greedy and wanted to make it a console game. They kept trying to justify their changes as "improvements" or "streamlining", but what they are really doing is dumbing-down the game so that it is playable by gamepad. The reason big squads are important is because it allows individual soldiers to be weak. Even with power armor, a heavy plasma will still kill you in one hit. But that's okay, you've got 10+ soldiers, losing one guy isn't a big deal. With only 4-6 soldiers, you really can't lose any. Also, the tactics are different. If you've got 10+ guys, you can split up your soldiers into 2-4 groups of 3-4 soldiers each. Each soldier can be weak, but together they form a deadly team. The basic tactic in XCOM was the scout-sniper team. The scout would have a high reaction stat and sweep forward with grenades and pistols. When he saw an alien, the sniper, with a high accuracy stat, would take the shot, while the scout would crouch/find cover, and rely on his reserve TU, fast weapon, and reaction skills to kill any alien that stumbled into view during the alien movement phase. You can't really do any of that with only 4-5 guys. You pretty much have to go rambo style, which is what they do in the playthroughs, and it's just not the XCOM way. Also, with only 4-5 guys covering all that map, they all have to be supersoldiers that are nearly indestructible. It's ridiculous that a soldier could take 3 shots from mutons and still be alive. But still, 80% of an XCOM game is still better that any other squad-based game. And again, a mod should be able to fix all this. | ||
Myles
United States5162 Posts
http://www.twitch.tv/2k | ||
Phizzik
United States77 Posts
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Myles
United States5162 Posts
edit: Well that didn't last long -_- It's over until tomorrow. | ||
Galleon.frigate
Canada721 Posts
On August 29 2012 11:01 YMCApylons wrote: No TUs and big squads are just so wrong. The problem is they got greedy and wanted to make it a console game. They kept trying to justify their changes as "improvements" or "streamlining", but what they are really doing is dumbing-down the game so that it is playable by gamepad. The reason big squads are important is because it allows individual soldiers to be weak. Even with power armor, a heavy plasma will still kill you in one hit. But that's okay, you've got 10+ soldiers, losing one guy isn't a big deal. With only 4-6 soldiers, you really can't lose any. Also, the tactics are different. If you've got 10+ guys, you can split up your soldiers into 2-4 groups of 3-4 soldiers each. Each soldier can be weak, but together they form a deadly team. The basic tactic in XCOM was the scout-sniper team. The scout would have a high reaction stat and sweep forward with grenades and pistols. When he saw an alien, the sniper, with a high accuracy stat, would take the shot, while the scout would crouch/find cover, and rely on his reserve TU, fast weapon, and reaction skills to kill any alien that stumbled into view during the alien movement phase. You can't really do any of that with only 4-5 guys. You pretty much have to go rambo style, which is what they do in the playthroughs, and it's just not the XCOM way. Also, with only 4-5 guys covering all that map, they all have to be supersoldiers that are nearly indestructible. It's ridiculous that a soldier could take 3 shots from mutons and still be alive. But still, 80% of an XCOM game is still better that any other squad-based game. And again, a mod should be able to fix all this. You've hit it on the head. Still it can work. The hour long playsession video show soilders shurging off muton shots was with end game gear and stats. By the end of xcom 2 there was really only 2 things that would 1 shot a guy. And it was possible to have have soliders with 10x or more the starting hp. I'm going to give it a shot. I get the impression that you're soliders won't die as much, but that taking wounds will effect them in future missions, thus giving you if not the same, but still real tension with using you favorite guys. Hey we gotta hope | ||
-Archangel-
Croatia7457 Posts
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Random()
Kyrgyz Republic1462 Posts
On September 01 2012 18:13 -Archangel- wrote: Well in 2 missions that were shown in that 1h video the player lost 2 guys. So how can anyone claim soldiers won't die. Personally I never lost soldiers in Xcom 1 and 2 as I would load the game as soon as I lost one. Soldiers dying less means less loading the game for me Boo, real men don't load. Try playing without save/load at all (the only time you are allowed to save is to save and exit the game), makes for a completely different (and much more exciting!) experience | ||
DaCruise
Denmark2457 Posts
On September 01 2012 18:19 Random() wrote: Boo, real men don't load. Try playing without save/load at all (the only time you are allowed to save is to save and exit the game), makes for a completely different (and much more exciting!) experience True but then you will never get anyone above "sergeant" rank. | ||
TaShadan
Germany1959 Posts
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-Archangel-
Croatia7457 Posts
On September 01 2012 18:19 Random() wrote: Boo, real men don't load. Try playing without save/load at all (the only time you are allowed to save is to save and exit the game), makes for a completely different (and much more exciting!) experience I though the point of the game is to have fun?! It is not fun to me to lose squad members that got some levels and I like. | ||
AnomalySC2
United States2073 Posts
On September 01 2012 22:46 TaShadan wrote: the new X Com mechanics remind me of tabletop games like Infinity. Might be not the real XCOM feeling but might be good. Yeah I'm looking forwards to it for sure. Firaxis are quality I'm not too worried. | ||
tauon
Australia1278 Posts
On June 14 2012 13:30 YMCApylons wrote: UPDATE 2: Having looked into the Firaxis/2K remake a little more, dial down my enthusiasm from 11 to about 9. Apparently, only one XCOM base, only 4-6 soldiers in a squad, no base-defense missions, plus a quite a few gimmicky class-based special abilities. Makes the combat look a little LoL-ish. But still, an 80%-pure XCOM game would still be twice as good as any other squad-based tactical game. On the bright side, they seem to be building a great deal of mod-potential, so undiluted XCOM classic mod should be able to fix all that. Let's hope so! | ||
DaCruise
Denmark2457 Posts
I´ve always hated base-defense missions. It always took forever to find that 1 hiding alien in your huge-ass base. | ||
-Archangel-
Croatia7457 Posts
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ex_cutd10
United States40 Posts
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rebuffering
Canada2436 Posts
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Deleted User 101379
4849 Posts
On September 01 2012 18:19 Random() wrote: Boo, real men don't load. Try playing without save/load at all (the only time you are allowed to save is to save and exit the game), makes for a completely different (and much more exciting!) experience That is fun, at least until the moment you land to defend a terror mission when your first soldier makes his first step out of the aircraft... and a rocket from the darkness evaporates 3/4th of your team without anyone but the first soldier ever being able to move an inch. If you then manage to get up a beachhead around your craft a wild chrysalis (or whatever they were called) appears from around a corner and your shots bounce off him while his zombiefying attack starts a chain reaction killing your whole remaining team. X-Com is one of the greatest games ever made but it's sooooooo frustrating at times. | ||
djukger
Germany68 Posts
why not http://www.xenonauts.com/ you can get the alpha version from the kickstarter event( http://www.kickstarter.com/projects/69341191/xenonauts ) and from what i've played this will be very close to the originals (tftd, enemy unknown). They even discuss stuff with people on the forums and ask for opinions about certain changes | ||
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