On August 04 2013 07:36 Vaelone wrote: Finished Classic+Ironman finally after 7 restarts, even managed to get all of my 6 colonels killed and still recover with squad consisting of 4 squaddies, 1 sergeant and 1 Major. Now I know what people meant with the game getting easier towards the end. Had some major terror moments due to several enemy groups pretty much spawning on top of eachother, I'm not sure if thats random or an actual feature.
So at worst I was fighting Sectopod + couple various mutons + couple heavy floaters + 2 thin men + cyberdisc/2drone + 2 sectoid commanders and I'm not even exaggerating. I somehow made it through by heavy retreating and line of sighting them.
yeah the game gets deeper with the mod, there are a few things i feel like could be improves but i am not mod.gosu. on difficulty, on impossible it is.easier than impossible ironman at the beginning butit scales fairly well on impossible because of the lack of resources and money, and the building system. i am onr month past muttons with only 4 caparace armor, 3.sats, and a lot of injuried soldiers (you will be always doing rotations haha). i will post some.screenshot later, i am doing this.run with.sc2 personalities names to see who makes
Damn, I saw Day9 play this game and it got me interested. Bought it and now I'm playing it all day long. This game is awesome. Granted I'm going through normal and without Ironman, so it's quite forgiving, but I still suck :D Recently, to my astonishment, I found out that I like turn based tactical games :D I guess thanks to Day9 for playing different and fun games on fridays :D
I'm replaying the game on classic ironman - I've played it on normal ironman and normal before. It feels easier this time, I've probably forgotten the bad habits I had acquired playing on normal.
Don't know if I'll play it until the end though since this game feels patience-trying in a stupid way. The inching forward, overwatching, spawning and fall-backing and repeating just isn't the experience I'm after in this game.
I want to rush in, make huge mistakes and see my squaddies dies in a hail of plasma and a rain of grenade while having more squaddies at the ready to quickly fill the places of their fallen friends. The game also feels so weirdly reversed.
On August 17 2013 01:13 unkkz wrote: Is the Buraeu: XCOM Declassified a sequel or what? Is it same gameplay style?
Prequel if anything. It's set in the 50s with Men in Black fighting a similar alien invasion. It's not fully TBS, it's more like Mass Effect with 3 team members and a FPS that has a LOT more strategic elements than ME ever had.
Also, random fact: did anyone else notice that the claxons used in X-COM are the same recycled in Dr. Who?
I think the more urban maps looks pretty sexy. Getting tired of the ufo-crashed-in-a-forest maps (at least when it's dark).
But also I still miss larger squads with my soldiers dying and going into panic, firing madly everywhere -__-. Last it seems expensive for something that seem to be a couple of maps, a few enemies and small balance changes (hard to patch much?).
Edit: I play on the xbox, there's actually not a chance in hell I'll pay 40 bucks for an expansion. 30 $ is already a bit of a stretch.
I think the more urban maps looks pretty sexy. Getting tired of the ufo-crashed-in-a-forest maps (at least when it's dark).
But also I still miss larger squads with my soldiers dying and going into panic, firing madly everywhere -__-. Last it seems expensive for something that seem to be a couple of maps, a few enemies and small balance changes (hard to patch much?).
i actually like the smaller squads. because your individual soldiers are more important this way
On August 21 2013 23:14 Arevall wrote: Last it seems expensive for something that seem to be a couple of maps, a few enemies and small balance changes (hard to patch much?).
Here's a video with Adam Sessler from Rev3 Games talking to some of producers on XCOM: Enemy Within
It's a bit more involved than some more maps and enemies. They are adding a new global tech tree (ontop of your class tree), mech suits for everyone, and a whole new campaign from the looks of things. Considering how much time I put into the first one, I'm more than likely buying this and pouring even more man hours into this as well.
I do like the idea of having to rush units forward to grab turn-limited "drops" ... it might help balance out the sniper problem in the sense that having too many will actually restrict your ability to get to the drops in time
I like the game as it is but I'm also disappointed. I'll try to shut up and be more positive.
Snotling: I agree on the result, I just like it when my soldiers are unimportant cannon fodder! Old Xcom was some weird survival of the fittest for my soldiers, where the Elite became really important, but new guys had shitty odds of surviving 5 missions - they had to be 1 of many to survive and make it to the top. That made some of the soldiers really dear AND important.
Qbek: I'm a skeptic. I don't expect much in the way of a campaign (since the game is supposed to be pretty open). I'd be positively surprised if I could have more bases and maybe 2-4 more soldiers though!
I do like the idea of having to rush units forward to grab turn-limited "drops" ... it might help balance out the sniper problem in the sense that having too many will actually restrict your ability to get to the drops in time
Or maybe remove squadsight and change the spawning-system. I don't know.
In the end I'll probably buy the game again anyway
Edit: Actually I'm gonna leave work now and finish the alien assault mission on Ironman classic (at least I hope I will)
I enjoy some elements of it, but I think there's quite a bit of balancing still to go. Huge alien pods are nice, but the enemies build strength fairly quickly.
I like the 8 classes, though H. Gunners need work yet, and base guns loose effectiveness very quickly.
The increased # of missions is good, but the new 'tired' system that forces soldier cycling is a bit harsh still. I haven't yet gotten to Mutons, but they will be chucking grenades and that will basically end most playthroughs I feel. The mechanism of interception doesn't fit well with the improved alien craft and # of interceptions required, but the worst is the development cycle. Research takes a very, very long time. Money is also incredibly tight, between the need for expensive base facilities, increased incerceptor costs, SHIV and item costs, and more it is problematic.
I never much agreed with Cash being a serious issue, considering that your supposedly the last line of defense and all that. In most other XCOM games, the economy is only an issue for very early game, where as is it's a permanent issue in Enemy Unknown, and very very harsh early game in Long War. Even with the fixed rewards for abduction missions, I simply don't have anywhere near enough to attempt to actually keep up with base, unit, foundry, and interception/satelite coverage, I don't even have enough to do 2, let alone all 5 elements, and that's before I can start building armor/weapons.
I think the more urban maps looks pretty sexy. Getting tired of the ufo-crashed-in-a-forest maps (at least when it's dark).
But also I still miss larger squads with my soldiers dying and going into panic, firing madly everywhere -__-. Last it seems expensive for something that seem to be a couple of maps, a few enemies and small balance changes (hard to patch much?).
i actually like the smaller squads. because your individual soldiers are more important this way
The old 12-14 was too much since you didn't use all of them in every mission, unless shit hit the fan, but I find 6 is just too few. What ended up happening was that I frequently split my troops into 2 smaller squads and 3 each is just too few. I think expanding it to 8 would be better.
I think the more urban maps looks pretty sexy. Getting tired of the ufo-crashed-in-a-forest maps (at least when it's dark).
But also I still miss larger squads with my soldiers dying and going into panic, firing madly everywhere -__-. Last it seems expensive for something that seem to be a couple of maps, a few enemies and small balance changes (hard to patch much?).
i actually like the smaller squads. because your individual soldiers are more important this way
The old 12-14 was too much since you didn't use all of them in every mission, unless shit hit the fan, but I find 6 is just too few. What ended up happening was that I frequently split my troops into 2 smaller squads and 3 each is just too few. I think expanding it to 8 would be better.
I don't know, I really liked using suicide rookies. Also higher squad sizes would lead to a game design where members are more disposable and beating a mission without any deaths would actually be an accomplishment instead of the standard.
There was a moment in the original where I was assaulting a base and the aliens camped at the top of the elevator kept picking my guys off, so I just sent a single soldier armed only with an active grenade up the elevator. He got killed of course, but the grenade he dropped detonated and cleared the top of the elevator. You really don't get moments like that with the way the new one is designed.