XCOM: Enemy Unknown - Page 47
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Veldril
Thailand1817 Posts
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Arevall
Sweden1133 Posts
Moving the 14 soliders in the original out of that tightly packed avenger was boooring, although I feel like if it's a pace issue the two-move system and changed spawn would be enough. I liked how you could loose 4-5 soldiers on some silly mistake and it wasn't the end of the world. For me the classic+ironman is a bit too hard since I have to be so damn careful. More extraction missions or missions where you would have to retrieve artifacts and get the hell out would be cool too. On October 23 2012 03:05 Veldril wrote: @Xafnia: You can download a mod for Second waves option that would randomize the stat of rookies and stat gain when they gain ranks. There seems to be some action at Nexusmods. Too bad I have the game on xbox. Should get a wired controller so I could play PC in the sofa... | ||
Warpath
Canada1242 Posts
But it also sounds like snipers are a lot stronger than in previous games, so who knows. | ||
Xafnia
Canada874 Posts
On October 23 2012 03:08 Arevall wrote: Almost everyone agree that the low squad size limits the game. Is the reason they did it to increase the pacing of the game? Moving the 14 soliders in the original out of that tightly packed avenger was boooring, although I feel like if it's a pace issue the two-move system and changed spawn would be enough. I liked how you could loose 4-5 soldiers on some silly mistake and it wasn't the end of the world. For me the classic+ironman is a bit too hard since I have to be so damn careful. More extraction missions or missions where you would have to retrieve artifacts and get the hell out would be cool too. . Turns are longer for me, takes like 5 seconds per overwatch feels really teadious to spam overwatch till end of turn/spend a few turns only overwatching/move 1 guy up, overwatch 5 guys, repeat. In original xcom, more TUs left over = better reactions, you could just spam click end turn really fast and pass 10 turns really fast if you wanted to catch patrolling units. Even worse with snipers, if you move them, you need change weapon to pistol, overwatch, then next turn switch back and overwatch, it takes FOREVER. Another example; late game xcom if you down a small scout, run a few garbage rookies around, 0-2 die, you kill aliens outside, storm the ship ans maybe lose 0-2 rookies again. You can do that in like, 5min. XCOM:EU? small scout = another 20-30min routine clear, again. This is on Ironmode mind you, but I didn't/don't save/reload in old xcom either. Additional sadness: I was expecting ethereals to be final race you'd fight regularly, but you never encounter more than one in ships. | ||
KaiserReinhard
United States554 Posts
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moopie
12605 Posts
It did however get me in the mood to beat the original xcom again which is always fun. TFTD rerun up next. | ||
Maxyim
430 Posts
On October 23 2012 03:35 KaiserReinhard wrote: I sometimes get a weird bug where enemies will just teleport into the middle of my troops, this tends to happen when I aggro enemies that are far from my squad. On a particularly unfortunate occasion a Muton Berserker suddenly appeared in the middle of my soldiers. I'm playing on regular classic now but intend to do ironman after, so this bug might be a bit more problematic then. Anyone else have this problem? People having this problem, are you on XBox? I have yet to see it after 40 hours of play but I have seen other posts in this thread complaining. For me on PC, enemy "packs" seem to be placed at the start of the map, and are either immobile or patrolling a specific area. I will add that aggroing enemies that are far from your squad is typically a bad idea, as there is some mechanism which will trigger other roaming packs to investigate, which invariably brings them into the fray. PS - In the Zone sniper so OP! | ||
Xafnia
Canada874 Posts
FTFY Snipers are pretty broken. | ||
Ssin
United States88 Posts
On October 23 2012 04:37 Maxyim wrote: People having this problem, are you on XBox? I have yet to see it after 40 hours of play but I have seen other posts in this thread complaining. For me on PC, enemy "packs" seem to be placed at the start of the map, and are either immobile or patrolling a specific area. I will add that aggroing enemies that are far from your squad is typically a bad idea, as there is some mechanism which will trigger other roaming packs to investigate, which invariably brings them into the fray. PS - In the Zone sniper so OP! I am on the PC and I have seen it multiple times. It seems to have something to do with the horrible wall clipping (allowing you to both see and shoot through walls) at odd angles. One way I have seen it occur is if you have your units in a certain position that allows them to catch a glimpse of a patrolling enemy through a wall of any kind, you will see them running in blackness then they will teleport to a random location near your units - including in the middle of your squad. You can notice a similar behaviour if you ever catch a patrol in a bad position on the map. Since the enemies do not actually walk around when out of line of sight, they can teleport 1 or two of their units inside the building with the rest on either the other side of the wall or actually inside the wall. Then when they get their free move they have the limited ability to clip through walls. It is very weird. | ||
Arevall
Sweden1133 Posts
On October 23 2012 05:00 Ssin wrote: I am on the PC and I have seen it multiple times. It seems to have something to do with the horrible wall clipping (allowing you to both see and shoot through walls) at odd angles. One way I have seen it occur is if you have your units in a certain position that allows them to catch a glimpse of a patrolling enemy through a wall of any kind, you will see them running in blackness then they will teleport to a random location near your units - including in the middle of your squad. You can notice a similar behaviour if you ever catch a patrol in a bad position on the map. Since the enemies do not actually walk around when out of line of sight, they can teleport 1 or two of their units inside the building with the rest on either the other side of the wall or actually inside the wall. Then when they get their free move they have the limited ability to clip through walls. It is very weird. Indeed. I also get free reaction shots through walls during the alien's free move | ||
XaI)CyRiC
United States4471 Posts
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spacemonkey4eve
United States267 Posts
Snipers with in the zone + assault bombs with CCS are very OP imo. It makes assaulting alien base on classic smooth sailing. It was actually easier for me on classic than on normal because I was a dumbass back then and didn't research any beam/plasma so I tried to kill chrysaalids with basic sniper/rifles lol. One of the most unforgiving gaming experiences. However I haven't been this addicted to a game in a long time, so kudos to fireaxis for a great game. | ||
Maxyim
430 Posts
On October 23 2012 06:23 spacemonkey4eve wrote: After finishing a normal run in about 25 ish hours, I loaded up classic ironman only to wipe like 30 days in... decided to be a pussy and go classic without ironman. I give props to people who have finished classic/impossible ironman, because that shit must take so much patience and planning. Snipers with in the zone + assault bombs with CCS are very OP imo. It makes assaulting alien base on classic smooth sailing. It was actually easier for me on classic than on normal because I was a dumbass back then and didn't research any beam/plasma so I tried to kill chrysaalids with basic sniper/rifles lol. One of the most unforgiving gaming experiences. However I haven't been this addicted to a game in a long time, so kudos to fireaxis for a great game. One sniper with In the Zone is all you need; the other should have Double Tap for fast takeouts of cyberdisks / sectopods. I gave squadsight to both and got plasma pistol research early for when I need to attack + move. Reason is that the first In the Zone sniper should already be able to take out everything on the screen <10 hp. So OP! One more important thing to research is the ammo capacity upgrade from the Foundry; this does something ridiculous like doubling ammo capacity (I was expecting a small boost, doubling capacity makes it trivial and fuels those huge In the Zone combos). As an aside, has anyone figured out how experience gain works? I gather that it's not all about who gets the kill. I wonder if there is benefit to smaller party sizes to funnel experience to a select core of people during the timeframe when you have lasers and mutons have not yet appeared (arguably the easiest point of the game for ironman). Reasoning is that, on classic/impossible, it's not reasonable to keep 6 people alive, better to have a core group of 2 snipers 2 support / psi and use squaddies / SHIVs to scout and "tank." | ||
seRapH
United States9706 Posts
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Xeteh
United States589 Posts
On October 23 2012 06:43 seRapH wrote: My question is why is it when I kill an alien their weapon explodes into dozens of fragments, but when my soldiers die the weapons stay intact. The fuck is this. Because, as they say at the start of the game, "it seems the aliens have some sort of self-destruct mechanism on their weapons if they die". | ||
soullogik
United States1171 Posts
bigger maps, bigger squads, more aliens, more gear/classes/tech/skilltrees, etc multiple bases, a real interceptor minigame get rid of that goddamn video entrance on spotting aliens for godsakes fix bugs and make cover system a bit better free aim game would be godly | ||
DystopiaX
United States16236 Posts
On October 23 2012 06:56 Xeteh wrote: Because, as they say at the start of the game, "it seems the aliens have some sort of self-destruct mechanism on their weapons if they die". But what it really is is a slight concession to the difficulty, since you're already broke as is having to replace the equipment of every dead soldier would mean that you wouldn't have anything other than the default equipment ever. @post above me- I was hoping that the interceptor thing would be like space battles, kinda what you do on the group but slightly adapted for, well, space. As it is the whole thing is kinda boring and seems like one huge dice roll. | ||
-Archangel-
Croatia7457 Posts
First one sectopod teleports to other side of map (I discovered him with ghosted soldier). Then few rounds later another sectopod teleports. Then later I run into main chamber to get the ethereal and set up nicely around the doors and with ghosted soldier inside with arc ready and in their turn both him and his two muton elite bodyguards fall through the floor and teleport somewhere Time to go to sleep. F*ck this shit. | ||
GTPGlitch
5061 Posts
oh well, supersniper Sheth is still alive ^_^ | ||
Spazer
Canada8025 Posts
On October 23 2012 08:34 -Archangel- wrote: Uff, bugs, bugs, bugs. I was just playing the Overseer craft mission and this was most teleporting bugs I seen in one mission. First one sectopod teleports to other side of map (I discovered him with ghosted soldier). Then few rounds later another sectopod teleports. Then later I run into main chamber to get the ethereal and set up nicely around the doors and with ghosted soldier inside with arc ready and in their turn both him and his two muton elite bodyguards fall through the floor and teleport somewhere Time to go to sleep. F*ck this shit. This is the third account I've heard of teleport bugs in the Overseer. I guess the level geometry is particularly bad on that UFO or something. :/ | ||
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