XCOM: Enemy Unknown - Page 73
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-Archangel-
Croatia7457 Posts
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screamingpalm
United States1527 Posts
On June 04 2013 00:27 -Archangel- wrote: I am still waiting for an announcement of an expansion and what it will have. Current game is fun but nowhere near a classic that original Xcom was. Compared with all the other crap that AAA devs seem to churn out these days, this game has been awesome (imo). I really should try the old games out, as I've really enjoyed it. Any one in particular that you guys recommend? Do they hold up well over time, or is it more nostalgia/for it's time sort of thing? | ||
DropBear
Australia4178 Posts
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Dranak
United States464 Posts
On June 04 2013 03:55 DropBear wrote: Are there different endings for higher difficulties? I finished this on normal and the ending was kinda meh. Loved the rest of the game though! The ending is the same on all difficulties. On June 04 2013 03:41 screamingpalm wrote: Compared with all the other crap that AAA devs seem to churn out these days, this game has been awesome (imo). I really should try the old games out, as I've really enjoyed it. Any one in particular that you guys recommend? Do they hold up well over time, or is it more nostalgia/for it's time sort of thing? You can get the original X-COM on Steam for like five bucks. It holds up well (I didn't play it for the first time until last year), but the learning curve is pretty rough and the UI is terrible by modern standards. There are mods out for it in various places, but I have no experience with any of them. There's also the (still in beta) Xenonauts, which is aimed at mostly being a remake of the original with a better UI and a few other changes. | ||
Daumen
Germany1073 Posts
I have another question though... Does "All in" give you a bonus at the beginning? When Destiny played he had more than 200§ after his first mission, I started playing and have only 160, im pretty sure I didnt destroy any artifacts :o but I blew up 1 Alien, does that come into account? if so, does that account for so much Money? Edit: Destiny started in Africa, I didnt. Edit 2: I just tried to blow up 1 of those ARtifact things on the map, It didnt blow up, I guess you cant destroy them ;O so it probably was the All in bonus. | ||
Godwrath
Spain10090 Posts
On June 04 2013 03:41 screamingpalm wrote: Compared with all the other crap that AAA devs seem to churn out these days, this game has been awesome (imo). I really should try the old games out, as I've really enjoyed it. Any one in particular that you guys recommend? Do they hold up well over time, or is it more nostalgia/for it's time sort of thing? I think they do. I play the original almost every year atleast once, or XCOM apocalypse. Terror from the deep is the better game overall, but i just don't enjoy the theme. | ||
ToT)OjKa(
Korea (South)2437 Posts
Make sure to get the mods for them too, they fix a bunch of stuff. | ||
Qbek
Poland12923 Posts
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Spazer
Canada8025 Posts
On June 04 2013 22:51 Daumen wrote: hmm no one answered my question about the mods on page 72 ;< As far as I'm aware, the vast majority of mods are of the "here's my rebalancing of in-game stats", and not any real new content. On June 04 2013 03:41 screamingpalm wrote: Compared with all the other crap that AAA devs seem to churn out these days, this game has been awesome (imo). I really should try the old games out, as I've really enjoyed it. Any one in particular that you guys recommend? Do they hold up well over time, or is it more nostalgia/for it's time sort of thing? The original game is amazing for what it is. The gameplay is rock solid. Let me cover a few key points. All shots deviate from their intended targets in a cone of fire depending on the shooter's accuracy. The "cover" system is entirely dependent on this. For example, if you have a guy standing just below the crest of a hill and someone takes a potshot at him, the shot will miss if it deviates low, but may hit if it deviates high. As such, cover is literally anything you can put between yourself and a shooter. This deviation also applies to rockets, so you need to aim at something big (say, a wall) if you want to hit it. In short, don't shoot past your own soldiers unless you're feeling real lucky. Aliens have a larger sight radius than you do at night. Seeing reaction shots appear out of the black is scary as hell. Actions are based on "Time Units". Every action, whether it be walking, shooting, throwing, or even turning, uses Time Units. The takeaway from this is that given the right setup, a single soldier (or alien, for that matter) could take out an entire enemy force. A sectoid that doesn't move can take a ridiculous number of reaction shots. Sectoids can use grenades. Think about that one for a second. There are lots of "status effects". Some of them are similar to what's in Enemy Unkown. Soldiers can: - Panic and run away somewhere, generally into reaction fire. As an added bonus, they also drop whatever they're holding, requiring you to go back and pick it up, since it's generally their gun. Panic also tends to be contagious among soldiers. - Go berserk and shoot randomly. Note that they can do this with rockets. - If they take a serious hit, they can bleed out and die unless first aid is administered - Fall unconscious from explosions. They also drop whatever they're holding, for obvious reasons. Base layout actually matters in this game, as the aliens occasionally scout you out and launch an attack, resulting in a base defense mission. If you don't have a chokepoint to fight at, your situation can get very dire very quickly. As Dranak said, the UI is awful. However, the one mod I used for UFO Defense gave me awesome quality of life improvements. I highly recommend it. For instance, some mod features include: - Displaying soldier stats on the loadout screen (So you actually know what to equip for once!) - Reordering soldiers in your spacecraft (Rookies in front!) - Doors can be opened on right click (In the unaltered game, you cannot open doors without walking through them. Generally this means that whoever you send in to open the door gets horribly murdered by alien reaction shots. Your mileage may vary on this one depending on how "authentic" you want your experience to be.) And much, much more. You can find it here: http://www.ufopaedia.org/index.php?title=UFOextender | ||
daemir
Finland8662 Posts
you can shoot whatever the fuck you want. Got laser weapons that require no ammo? Cool, shoot every wall section of the barn ahead of you down, just to make sure there's no alien hiding in there. Alien hiding behind a wall section that you absolutely know? Shoot the wall down, then shoot the alien. Alien crafts and bases were built from more durable materials, so you couldn't laser your way through everything, but once you got plasmas and alien launchers, you could. | ||
Spazer
Canada8025 Posts
Alien hiding in a wheat field? Incendiary rounds. | ||
PassiveAce
United States18069 Posts
Im also really curious to look up how shot deviation works in xenonauts after reading that. | ||
andrewlt
United States7642 Posts
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Spazer
Canada8025 Posts
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Evangelist
1246 Posts
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screamingpalm
United States1527 Posts
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ToT)OjKa(
Korea (South)2437 Posts
On June 05 2013 01:45 Spazer wrote: Shot deviation was one of the best things to ever happen to UFO Defense. There's nothing quite like using auto fire and accidentally killing the two sectoids you weren't actually aiming at. oh my god yes Your best guy who you can also count on takes a snapshot shot whiffs and sails into the darkness alien dies how can I be mad Also yeah, autofire. I've had a couple of times where it's usually busting into a ship and one of my dudes takes the triple shot on one of three aliens. Dude is so bad/awesome he sprays all over the place and nails all 3. You really gotta blow in your own entrances in Terror from the Deep. Those aliens are such little assholes, sometimes the only way to get at them is to grind down the reaction shots | ||
Godwrath
Spain10090 Posts
On June 05 2013 02:00 Evangelist wrote: I highly recommend the Warspace mod for those who want more durable scenery, better cover play and a far, far more challenging but also better balanced Geoscape. The problem with that mod is how trivial it makes the tactical layer, specially for people like me who actually find impossible fairly easy. Those "more fair no cheat AI" is so stupid that makes me want to punch the author of the mod. About TFTD, the weapon system is muuuuuch better than the original, but those freaking alien bases man, it gets old pretty fast for me. | ||
DaCruise
Denmark2457 Posts
On June 05 2013 18:32 Godwrath wrote: The problem with that mod is how trivial it makes the tactical layer, specially for people like me who actually find impossible fairly easy. Those "more fair no cheat AI" is so stupid that makes me want to punch the author of the mod. About TFTD, the weapon system is muuuuuch better than the original, but those freaking alien bases man, it gets old pretty fast for me. I feel the same about TFTD and its the reason I have never finished it. Simply cant be bothered with doing all those bases over and over again. | ||
Daumen
Germany1073 Posts
On June 05 2013 18:32 Godwrath wrote: The problem with that mod is how trivial it makes the tactical layer, specially for people like me who actually find impossible fairly easy. Those "more fair no cheat AI" is so stupid that makes me want to punch the author of the mod. About TFTD, the weapon system is muuuuuch better than the original, but those freaking alien bases man, it gets old pretty fast for me. So Warspace fixes the "uh 2 enemy groups spawned right next to me/inside my soldiers" randomness? I hated that for the first plays but it actually is challenging as hell and interesting. | ||
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