XCOM: Enemy Unknown
#226
Guest_Lathrim_*
Posté 13 octobre 2012 - 04:05
Guest_Lathrim_*
#227
Posté 13 octobre 2012 - 04:33
So hard to keep everyone pleased due to only being able to pick one abduction mission. Perpetually being very low on cash so I can't really afford to upgrade my interceptors, meaning I can't do anything about larger UFOs, also isn't very helpful.
Seems like there's an interesting ini tweak that can make your game somewhat easier if you're well stocked on interceptors.
In the original game, terror missions were carried out by UFOs that whould acutally show up on the map if they happened to be within tracking range of one your bases, thus preventing the terror mission before it happened if you shot them down.
Apparently it's the same now, except the game is set by default to never have these UFOs show up on the map. Changing "ShowUFOsOnMission=0" in DefaultGameCore.ini should change this. Could probably seriously help with keeping panic levels in check.
#228
Posté 13 octobre 2012 - 06:07
Sidney wrote...
I'm guessing if you've lost 32 of them rookies don't much like you either......
Meh I would say about 18 of them were a combination of rookies and squaddies..
I Know 8-9 of the people I lost were majors and up..
#229
Posté 13 octobre 2012 - 06:35
Lathrim wrote...
Just bought this game (FINALLY!) and I wanted to ask you guys something... what is the difference between different difficulties? Better AI, more HP, damage and accuracy for enemies? etc.
I'm not sure what differences there are in the tactical game. I could see it being simple stuff like quantites of badguys and whatnot.
In the strategic game, you start with more money on easier difficulty setting, and get more resources per satellite, recruiting soldiers is cheaper, and so forth.
#230
Posté 13 octobre 2012 - 06:59
#231
Posté 13 octobre 2012 - 08:34
Maria Caliban wrote...
I've heard a number of things in this game are randomized. What exactly though?
All encounters really. There's a general flow to the game as in what enemies/tech/ships you'll encounter based on how far you are. But the actual alien encounters are randomly generated.
For example the game may decide on a certain day you'll have to pick between three alien attack sites to hit. The locations listed, the maps you fight on, the aliens present, and the rewards are a bit random.
There are also randomized requests countries make, as which countries the aliens are targeting.
There are specific non-random objectives you need to accomplish to make the main plot move forward, but the game is pretty open as to how/when you tackle them.
#232
Posté 13 octobre 2012 - 09:06
Though I was a bit slow on some of the intermediate plot objectives, I ended up finishing in 231 days. The average is 231.1
#233
Posté 13 octobre 2012 - 09:10
Cutlass Jack wrote...
All encounters really. There's a general flow to the game as in what enemies/tech/ships you'll encounter based on how far you are. But the actual alien encounters are randomly generated.
For example the game may decide on a certain day you'll have to pick between three alien attack sites to hit. The locations listed, the maps you fight on, the aliens present, and the rewards are a bit random.
There are also randomized requests countries make, as which countries the aliens are targeting.
There are specific non-random objectives you need to accomplish to make the main plot move forward, but the game is pretty open as to how/when you tackle them.
There's some minor map variation too. While there are probably about 80 or so maps apparently (which isn't too bad, given that I just won the game and only did 33 battles), there are also variations, such as where ladders to rooftops are, where cars and other things like that are in city maps, etc.
#234
Posté 13 octobre 2012 - 10:06
So, yeah, tips for the wise: don't wait too long to up-gun and up-armor your troops. Carapice armor may be pretty good for 4/5ths of the game, but when Sectopods with two-shots-a-turn, Muton Elites, and Ethereals come into play... well...
(On the other hand, capture all your enemy aliens before researching weapons/armor technologies: most aliens interrogations will give you 50% boosts to research for various things. Makes extra scientists redundant.)
Now, for the next round... base in Asia, or North America?
#235
Posté 13 octobre 2012 - 10:12
On the tactical side, enemies will have more health and accuracy, and you characters will have less accuracy. Not sure about damage output of weapons, but the chance ratios get scewed.Allan Schumacher wrote...
Lathrim wrote...
Just bought this game (FINALLY!) and I wanted to ask you guys something... what is the difference between different difficulties? Better AI, more HP, damage and accuracy for enemies? etc.
I'm not sure what differences there are in the tactical game. I could see it being simple stuff like quantites of badguys and whatnot.
In the strategic game, you start with more money on easier difficulty setting, and get more resources per satellite, recruiting soldiers is cheaper, and so forth.
#236
Posté 13 octobre 2012 - 10:19
"Are you really using the tracking terminal to play Civilization? At least I'm hoping you're going for a military victory."
#237
Posté 13 octobre 2012 - 11:01
Dean_the_Young wrote...
Now, for the next round... base in Asia, or North America?
Asia. Trust me.
Anyway, I've got a little recipe I'd like everyone to try;
-Take 6 Supports and Rank them up to Major, Perk 2 of them to be Medics and the other 4 to be Straight Soldiers (I.E. Left Tree and Right respectively).
-Equip the soldiers with Titan Armor and the Medics with Ghost, and give them all the Plasma Weapons you have.
-Now, once the Deep Pockets Perk is Unlocked for all of them, give the Soldiers all a S.C.O.P.E. and a Chitin Plating. The Medics can have whatever as their secondary.
-And Viola! You now have a Death Squadron.
What's that? It lacks versatility and is redundant? You'll have to speak up, because I can't hear you over the sound of me SLAM ****ING EVERYTHING Into a coma. You've got the mobile stealth Medics as Scouts, and the soldiers to Pin Down anything that you see.
They are My Spartans, My Blood Ravens, My Hard Corps, all with matching Jet Black Armor.
And they haven't even been Psi Tested Yet.
Now, of course, you should level them all up seperately over the course of the game by sending them in with standard balanced squads, if you expect them to be a unstoppable force from the get go, you'll be disappointed.
#238
Posté 13 octobre 2012 - 11:17
Dean_the_Young wrote...
On the tactical side, enemies will have more health and accuracy, and you characters will have less accuracy. Not sure about damage output of weapons, but the chance ratios get scewed.
I've seen the health increases. Are you sure about less accuracy?
I do find morale is a much bigger concern in classic.
Modifié par Allan Schumacher, 13 octobre 2012 - 11:17 .
#239
Posté 14 octobre 2012 - 12:30
Allan Schumacher wrote...
I've seen the health increases. Are you sure about less accuracy?
I do find morale is a much bigger concern in classic.
I have to agree here. I have low ranked guys panicing every match...it gets annoying quickly....
Modifié par thesnake777, 14 octobre 2012 - 12:32 .
#240
Guest_Lathrim_*
Posté 14 octobre 2012 - 01:30
Guest_Lathrim_*
Started a Normal non-Ironman ~6 hours ago, didn't have so much trouble... until a certain "terror attack" on Alexandria came up. Oh my f*ckin' god...
8+ Chryssalids, generally 2~4 at once (not to mention a few other enemies here and there) and at the time I had, what, 2 Carapace armor pieces and one Laser weapon. That one was such a massacre I loaded a previous save to avoid this particular event. Lost Egypt but whatever. ._.
#241
Posté 14 octobre 2012 - 01:43
PROTIP: If you get a terror mission focused on clearing out a building, as several are, Rocket Launcher the holy hell out of it ASAP, trying to aim where you'll do the most widespread damage. You'll kill Civies yeah, but you'll also clear out walls and corridors that would allow those bugs to sneak attack you.
Furthermore, if a Chrys ganks a Civ, grenade them. You'll destroy the body and do a little damage.
It's pretty dark that some of the tactics I've had to adopt involve killing innocent people to prevent them from being turned... that's war I guess.
#242
Posté 14 octobre 2012 - 02:51
brettc893 wrote...
It's pretty dark that some of the tactics I've had to adopt involve killing innocent people to prevent them from being turned... that's war I guess.
I drew a Chyrassalid mission early on. I had a couple of laser and a lot of AR's. That mission went sideways fast. Took too many shots to iill the alines and THEN the zombies start showing up and man are they tough. That was an ugly defeat as all I could do was mount a fighting retreat back to the Skyranger.
#243
Guest_Lathrim_*
Posté 14 octobre 2012 - 03:14
Guest_Lathrim_*
Sidney wrote...
brettc893 wrote...
It's pretty dark that some of the tactics I've had to adopt involve killing innocent people to prevent them from being turned... that's war I guess.
I drew a Chyrassalid mission early on. I had a couple of laser and a lot of AR's. That mission went sideways fast. Took too many shots to iill the alines and THEN the zombies start showing up and man are they tough. That was an ugly defeat as all I could do was mount a fighting retreat back to the Skyranger.
Hah, I couldn't do even that. Two Chryssalids managed to get behind my position so I was forced to move away from the Skyranger (I was also too far away from it to double back by the time it happened) to avoid being massacred from all directions. I think there was like 3 Chryss' left when my last operative was killed. I also find it incredibly unfair that even though I saved 14 civilians (out of 18) none of them survived SIMPLY because my squad didn't... and it's not like they need escorting. They go to the Skyranger automatically and there's no way to kill them once you rescue them.
#244
Posté 14 octobre 2012 - 03:44
In all 3 of my games, I've had a really awesome assault trooper who was basically my quarterback, stunning X-rays left and right, killing Cyberdisks and Berserkers, etc, I.E. a total badass.
But as soon as I change his name to Johnny Rico(Mobile Infantry FTW), he dies brutally and due to BS circumstances.
EVERY. TIME.
3/3 GAMES.
WTF FIRAXIS?
#245
Posté 14 octobre 2012 - 04:33
I'm guessing its impossible to get 100% save rate on a Terror Mission. But two dying seems to be factored into the rating.
#246
Posté 14 octobre 2012 - 05:26
Cutlass Jack wrote...
I've noticed the game cheats a bit if you're doing too good a job rescuing people. As in people will die without being attacked by anything. I tested it on one run. If I saved this one guy from being shot, then another with no enemy near him would randomly fall over dead. But if I didn't save the first guy, then the second guy would be fine.
I'm guessing its impossible to get 100% save rate on a Terror Mission. But two dying seems to be factored into the rating.
Hmm you may be right. I lost three people on a terror mission and still got an excellent rating..which suprised me. Honestly I did not think it was possible to save everyone. People die off screen on the other side of the map at points..I have no idea how I would be able to get to them in two turns even with archangel armor...
#247
Posté 14 octobre 2012 - 05:33
brettc893 wrote...
It's pretty dark that some of the tactics I've had to adopt involve killing innocent people to prevent them from being turned... that's war I guess.
This is war. We are in this for our species. If we have to crawl over the skulls of our own to win, then we have no choice...
Honestly though when I won my first game half of the planet was burning and there were rows of dead men in women on the bases memorial wall.
Also just when I think I have a leg up against the dirty aliens they throw something new and deadlier at me...Stupid sectopods...two shots per round...and an insane area attack...plus free reaction shots.....
#248
Posté 14 octobre 2012 - 06:51
I have a question. At the moment my only psionic soldier is a support soldier. Do the psionic abilites differ from class to class, or are they always the same?
Modifié par TobiTobsen, 14 octobre 2012 - 06:59 .
#249
Posté 14 octobre 2012 - 06:58
#250
Posté 14 octobre 2012 - 07:02
Allan Schumacher wrote...
Psionic abilities are always the same.
Ah, thanks. I had hopes that the psionic abilites would somehow enhance the specific role of the soldier.
But I have to say it's a joy to see my little support girl induce panic in the heads of Muton Berserkers who immediately beat their comrades to a bloody pulp. Poetic justice!





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