XCOM: Enemy Unknown - Page 77
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Qbek
Poland12923 Posts
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iNcontroL
USA29055 Posts
ty sir | ||
Godwrath
Spain10091 Posts
On August 22 2013 03:14 Obsidian wrote: I've been playing Long War Beta 2.x recently. 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 am well past muttons, and economy is as bad as the beginning. Against muttons (specially when you get packs of 5) you need rocketeers yes or yes. There is some balance yeah, snipers are only useful when you get to max rank, because they lack damage compared to riflemen and rocketeers. Scouts are fine, i always use one, and of course, the medic. Anyways, for me it is still much better than vanilla impossible. | ||
Witten
United States2094 Posts
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Dranak
United States464 Posts
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woody60707
United States1863 Posts
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screamingpalm
United States1527 Posts
Enemy Within will add many, many new maps, and rework all of Enemy Unknown’s to support Meld canisters. The number of extra arenas hasn’t been finalised, but Gupta estimates that the odds of not seeing a new map in your first three missions are somewhere in the range of one in ten thousand. Many more tweaks have been made under the hood. Firaxis tell me that one of the big advantages to doing a proper expansion, rather than incremental DLC, is that it’s allowed them to delve deep into the codebase and devote the time needed to some serious rewiring. This has enabled them to fix the notorious enemy teleporting bug, and a few bugs that would deny soldiers their hardearned flanking bonuses. They’ve also made lots of what they call ‘quality of life’ improvements. Cover can be targeted by explosive weapons. Objects and enemies within blast radius now gain a red scanline effect that makes it clear what is and isn’t being targeted by the attack. If you take a squaddie out of your lineup, their gear is placed into an easily accessible locker, so you won’t have to check every squad member to see who has that arc thrower you need. It’s a collection of small but significant changes that the community has been requesting since Enemy Unknown released. http://www.pcgamer.com/previews/xcom-enemy-within-hands-on-meet-earths-new-defenders/2/ | ||
deducter
United States80 Posts
On September 29 2013 18:45 screamingpalm wrote: Some more info on Enemy Within, and sounds like they may have fixed the teleport bug now! In Long War v2.11 they fixed the teleport bug and the "zerg rush" bug which plagued over versions of 2.x. This mod is truly in its best incarnation yet, with the early to mid game balanced very well, and only late game starts to show a few cracks. Major features: --8 character classes, up to 8 soldiers per mission with squad size upgrades. --Rest system to compensate for above and to tamp down on "super soldier" squads running amok late game. --Working teleport bug fix. --Multiple Base Assault missions that allows the player to reclaim countries that have left the Council. --Larger variety of alien pods on most missions; will see mixed pods like Muton/Floater, Thin Men/Sectoid. Early aliens in upgraded forms will appear even during lategame. --Alien pods can have "leaders" and "navigators" that have perks like XCOM soldiers. A Sentinel/Opportunist/Ranger Muton can be very scary on overwatch. --AI reworked to not spam grenades/poison clouds unless on Impossible difficulty. --Aliens and UFOs auto-upgrade as the game proceeds. --SHIVs are affordable and very useful. --Many more equippable items for both soldiers and SHIVs. --Air war completely redone so that all weapons and all consumable boosts are useful. --Redone strategic game so that it is never possible to pursue everything the player wants at any given time; you must select your priorities. There are many more changes that are too numerous to list. I have played this mod extensively and highly recommend it to any players looking for an interesting challenge. http://xcom.nexusmods.com/mods/88/?tab=2&navtag=/ajax/modfiles/?id=88&pUp=1 | ||
-Archangel-
Croatia7457 Posts
EDIT: Downloaded this mod and I am playing it now on Classic Ironman. Pretty fun so far and already the game feels different although I am only on 1st month. | ||
-Archangel-
Croatia7457 Posts
Trying again now. I love how many different missions you get per month and I love 6 soldier and two item slots as well as all those new items you can put in them | ||
deth2munkies
United States4051 Posts
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Obsidian
United States350 Posts
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LaNague
Germany9118 Posts
just had to end my first playtrough because all of Eu and america panicked really early in the game, I had really bad luck, all my panic reducing missions took place in asia, which allready was at 1 panic. I won all missions, but every abduction makes things worse. Now i have to start new because i really didnt want to lose germany or canada :D too bad i wont have my korean ninja assassin samurai in the new playtrough (she was assault and kicked some serious ass with the shotgun OMG) | ||
-Archangel-
Croatia7457 Posts
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DinoToss
Poland507 Posts
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LaNague
Germany9118 Posts
The game is good, but i feel this streamlining thing keeps it down a bit. Weapon research for example is just 3 types of the same guns, just different color and damage values. soldiers from the same classes are mostly the same, no personality like in silent storm. etcetc. The battles in for example Silent Storm with max AI intelligence feel more alive to me. But im still enjoying it so far. I only play on normal for now because the world panic thingy on classic just confused me. | ||
-Archangel-
Croatia7457 Posts
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daemir
Finland8662 Posts
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UniversalSnip
9871 Posts
Also, I have never built a shiv, I don't know why I would want them to be a core gameplay element when I like humans, so the mod author stating up front that you pretty much have to get them is not so great to me. Everything else seemed like a significant improvement to me. | ||
-Archangel-
Croatia7457 Posts
On October 07 2013 02:17 daemir wrote: The thing about long war is, you will need more than 1 squad worth of people and the game is long so you'll have plenty of time to train them up. Also, SHIVs, get some. This only works in theory. On Ironman you lose people, and other people are tired when tough battles come and so on. It seems you need to skip battles if you don't have enough good team members ready. Still taking rookies or squaddies against enemies in months 3 is suicide. And tech comes slower then tougher enemies. | ||
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