XCOM: Enemy Unknown
#376
Guest_Lathrim_*
Posté 17 octobre 2012 - 10:15
Guest_Lathrim_*
#377
Posté 17 octobre 2012 - 10:56
Now my second game's first terror mission? Ugh. The multistory shopping center. There were zombies and bugs =everywhere= in like four turns It was a disaster. That was my first legitimate loss.
#378
Posté 17 octobre 2012 - 11:59
I am installing XCOM now, I cant wait to start playing some tonight and this weekend!
#379
Posté 18 octobre 2012 - 12:09
Lathrim wrote...
Let me ask you guys something, did any one of you ever manage to successfully complete your campaign's first terror mission? I just can't do it, lol.
You don't have to save everyone, just try and focus on minimizing casualties in regards to your soldiers while moving as quickly as possible without trying to rush.
Lotion: I find myself somewhat in disbelief for saying this but I do agree with you on this. I never played the original X-COM but looking at videos and considering the various strategic and tactical options, as well the balance of that game, I do have to say that I find it inherently superior to Enemy Unknown.
I'd love to play a ****ing game where I don't have BS like abduction missions which make me lose enitre countries just because I wasn't able to bring some satelites online. The difficulty of XCOM just feels....so artificial.
I'm playing on Impossible and I do love it because within this mess of a game there is a genuine rewarding tense challenge to be had but there are a great deal of problems as well.
Modifié par Costin_Razvan, 18 octobre 2012 - 12:23 .
#380
Posté 18 octobre 2012 - 02:40
I do agree that this iteration of X-Com is light on the management side of things. In the original and TFTD, I would end up shooting down so many UFOs and USOs that I would get tired of sending my squads in to clean up. So for me, the tactical combat wasn't the draw so much as it was building up and managing the bases, tracking UFO movement, and figuring out which region I should be keeping an eye on each month in order to keep alien activity down. My main complaint with XCOM:EU is the low number of UFOs per month and the somewhat set order of mission types.
#381
Posté 18 octobre 2012 - 03:23
Lathrim wrote...
Let me ask you guys something, did any one of you ever manage to successfully complete your campaign's first terror mission? I just can't do it, lol.
Nope. Playing on normal and my whole 5 man veteran squad got killed on my first terror mission. Playing on Ironman mode so no reloads. Poor guys
#382
Posté 18 octobre 2012 - 03:26
Been watching random gameplay videos every day for the past week and I think I'm finally going to cave in. Now, I love myself a good challenge and the thought of playing Ironman mode in this makes me feel giddy. Hell, it may be a big part of the reason why I'm getting the game...just the thought of losing your crew forever and starting from scratch...*shudder* I already feel the intensity just watching others play. But at the same time, I don't want to get frustrated out of my mind since I'm new to the turn-based strategy genre. So I ask you, would you guys recommend a n00b like me who has never played XCOM to jump straight into Ironman? How steep is the learning curve?However, I'm an extremely quick learner...so...yeah.
Any other suggestions/tips ya'll can offer me?
#383
Posté 18 octobre 2012 - 03:41
#384
Posté 18 octobre 2012 - 05:23
Lotion Soronnar wrote...
Bostur wrote...
It does have a very rigid structure, without the emergent decisionmaking of the old one. The options feel much more designed. I kind of miss sending out interceptors on patrol, choosing my own objectives and adjusting my strategy and going with the flow.
This rigid structure also makes it very hard to come back from defeat. When I play classic-Ironman one lost battle basically means it's game over. There are very few opportunities for retraining a squad. There is no plan B, only the best plan. Very few sideways options.
I do like the new XCOM but they completely missed out on the simulation aspect of the old ones. UFOs used to have flight patterns, behaviour, transport routes, scouting missions. Uncovering the stuff beneath the surface was part of the charm.
Truth be told, the original X-com was buggy and had plenty of DERP moments of its own.
To me X-Com isn't the best squad-based tactical game. That would have to be Jagged Alliance 2.
That is a work of art, and not a game.
The things you could do in that game....
Of, the stories....
Oh the original most certainly had tons of flaws. I find that the tactical combat in the new one is better, but it's a matter of taste of course. It has a simple board-game quality to it that I enjoy. And the AI is excellent which is something that can make or break a tactical game for me.
What the original did best was the integration of the tactical and strategic layer. The new one excells at its smooth tactical gameplay. I certainly don't miss scouring the map for the last hiding sectoid, the cruise ships in TFTD was especially horrible in this regard.
JA2 is an awesome mix of tactical game with an RPG feel, well worth the buy for people who like XCOM and want more. I also recommend Frozen Synapse for people who are really into small scale tactical scenarios.
#385
Posté 18 octobre 2012 - 05:24
I actually did quite well my first Normal one, but I knew the game somewhat by then which helped.
EDIT: Yes, JA2 is an unbelievably fantastic game too.
Modifié par Allan Schumacher, 18 octobre 2012 - 05:26 .
#386
Posté 18 octobre 2012 - 05:42
RainyDayLover wrote...
Hmmm... never played any of the XCOM games before, nor have I played much of the strategy genre. Yet I'm strangely intrigued by this game...I can't quite put my finger on why that is though considering there's never been a strategy game that's piqued my interest like this before.
Been watching random gameplay videos every day for the past week and I think I'm finally going to cave in. Now, I love myself a good challenge and the thought of playing Ironman mode in this makes me feel giddy. Hell, it may be a big part of the reason why I'm getting the game...just the thought of losing your crew forever and starting from scratch...*shudder* I already feel the intensity just watching others play. But at the same time, I don't want to get frustrated out of my mind since I'm new to the turn-based strategy genre. So I ask you, would you guys recommend a n00b like me who has never played XCOM to jump straight into Ironman? How steep is the learning curve?However, I'm an extremely quick learner...so...yeah.
Any other suggestions/tips ya'll can offer me?
I don't recommend it on a first playthrough, because the game can pull some mean tricks on you that you wont be able to plan against without some experience. Play on normal level and allow yourself to reload when you lose your whole squad. If you find you are getting good at it, you could always start a new game with ironman enabled and switch between the games.
A few tips:
- Think before you move.
- Move slowly and abuse overwatch.
- It's better to end your turn early than to overextend.
- If you need a kill to survive, see if you can reposition your soldiers so you don't have to pray for a dice roll.
#387
Posté 18 octobre 2012 - 05:50
#388
Posté 18 octobre 2012 - 06:01
Bostur wrote...
Oh and a small pro-tip for Allan if you ever plan to revisit Ufo Defense or Terror From the Deep. You can open doors by right-clicking the far side. A pretty essential feature. ;-)
I just loaded up the game and tried this on a UFO door and it didn't work (though I did lose a lot of TU from turning in a variety of directions)
EDIT: Although rather appropriately, I was shot taking one step out of the Skyranger when I tried a different mission.
EDIT2: Still doesn't work with regular doors either, so I'm apparently doing something wrong. I've tried standing right in front of the door, just off to the side, right clicked on the square opposite the door, the door itself, and so on.
Modifié par Allan Schumacher, 18 octobre 2012 - 06:07 .
#389
Posté 18 octobre 2012 - 06:05
Bostur wrote...
Oh and a small pro-tip for Allan if you ever plan to revisit Ufo Defense or Terror From the Deep. You can open doors by right-clicking the far side. A pretty essential feature. ;-)
Isn't that only for TFTD though?
#390
Posté 18 octobre 2012 - 06:06
FFLB wrote...
First terror mission? I recommend inching forward as a squad and relying on Overwatch when there are no aliens in sight. They tend to be light on ranged units, so you don't have to worry too much about grenades and plasma fire. Just keep those melee units away from your squad and you should be fine.
I do agree that this iteration of X-Com is light on the management side of things. In the original and TFTD, I would end up shooting down so many UFOs and USOs that I would get tired of sending my squads in to clean up. So for me, the tactical combat wasn't the draw so much as it was building up and managing the bases, tracking UFO movement, and figuring out which region I should be keeping an eye on each month in order to keep alien activity down. My main complaint with XCOM:EU is the low number of UFOs per month and the somewhat set order of mission types.
Well, I got though my first (and only, so far) terror mission pretty smoothly. Mainly thanks to my Sniper with Squad Sight. 10/18 civilians saved....meh.
But I'm struggling further. Mutons are brutal... and I usually try to rocket them to oblivion whenever I see a trio of them (all aliens seem to come in three-packs). Thin Men die easily, but seem to have sniper pinpoint accuracy... without the move-or-shoot limitation.
Last abducion mission last night I simultaniously activated a trio of Muton Elites (I think) and a Cyberdisk with two drones... neither of which I have faced before.... ouch. Wonder if I can get trough this one. I already burned most rockets on the last Muton trio during this mission.
I'm also struggling heavily with the resources. Mainly Alien Alloys. I agree that there just aren't enough UFOs to shoot down. Last one I had was Large and obviously I could not shoot it down.
Could build a Satellite Nexus to finally get more then 5 sats in the air, but I don't have the damn Alloy.
And everything costs lots of it. Guess I shouldn't have done the Council requests for Laser Pistols and Shotguns.
I would have way more satellites a month ago if I didn't... Possibly full coverage this month (except Australia, who quit). And some Alloy still left for other projects. Hmm.... maybe I acutally need to reload an old save from a month ago. Not looking forward to it.
Modifié par Haplose, 18 octobre 2012 - 06:11 .
#391
Posté 18 octobre 2012 - 06:08
FFLB wrote...
Bostur wrote...
Oh and a small pro-tip for Allan if you ever plan to revisit Ufo Defense or Terror From the Deep. You can open doors by right-clicking the far side. A pretty essential feature. ;-)
Isn't that only for TFTD though?
It doesn't seem to be the case for the original... (two guys killed by interrupt fire walking off the skyranger...
#392
Posté 18 octobre 2012 - 06:10
Thin Men die easily, but seem to have sniper pinpoint accuracy... without the move-or-shoot limitation.
Yeah they are quite accurate. Though I've never seen one shoot after moving...
#393
Posté 18 octobre 2012 - 06:22
Haplose wrote...
Last abducion mission last night I simultaniously activated a trio of Muton Elites (I think) ... *snip*
Which color was their armor? If green, then they are just the normal Mutons. If they were just green it will get even better for you
#394
Posté 18 octobre 2012 - 06:32
I was probably just imagining things. I got a communication saying about a new species and asking me to bring back samples, but it could concern the Cyberdisk, which activated right after the Mutons.
Allan Schumacher wrote...
Thin Men die easily, but seem to have sniper pinpoint accuracy... without the move-or-shoot limitation.
Yeah they are quite accurate. Though I've never seen one shoot after moving...
Then I was probably just imagining things again. But they are sure damn accurate
#395
Posté 18 octobre 2012 - 06:38
Haplose wrote...
Uch, I think it was green. And they supressed my guys for the first time. But It also seemed their guns were different.
I was probably just imagining things. I got a communication saying about a new species and asking me to bring back samples, but it could concern the Cyberdisk, which activated right after the Mutons.
Maybe there was a Berserker in the Muton Pack?
Red armor, trying to get into close combat?
#396
Posté 18 octobre 2012 - 06:44
#397
Posté 18 octobre 2012 - 06:46
The Floaters I think start using plasma rifles as well.
Then I was probably just imagining things again. But they are sure damn accurate
Also, I totally said that backwards. I've seen them shoot after moving (we can do that too!), but not move after shooting!
#398
Posté 18 octobre 2012 - 07:04
Bostur wrote...
Oh the original most certainly had tons of flaws. I find that the tactical combat in the new one is better, but it's a matter of taste of course. It has a simple board-game quality to it that I enjoy. And the AI is excellent which is something that can make or break a tactical game for me.
You are correct. The new is modeled a lot after 40K boardgame rules. Which is a fun game, but it's designed around large armies. So the simple rules make sense. After all, who wants ot memorize TU's for 100 units?
I get what the designers were going for tough. Fast pace. Short missions. They made the game like a bag of chips. You nibble on it and before you know it it's gone.
This also makes it more suited for casual and console players.
Tacticly? X-Com had some pretty broken balance, but I'm can't say I love the new EU model.
The tactics comes for soldier special abilties, which feel artificial and forced. Ironicly you could pretty much do all that classes special stuff in JA2, withoutall the artifical constraints.
In other words, "tactical decisions" and variety are created by creating mroe limitations and restrictions.
What the original did best was the integration of the tactical and strategic layer. The new one excells at its smooth tactical gameplay. I certainly don't miss scouring the map for the last hiding sectoid, the cruise ships in TFTD was especially horrible in this regard.
The one thing I like about JA2 is how it kicks into real-time if there are no enemies around, so "scouring the map" doesn't take long. Also a beaten enemy may retreat, sparing you the hassle of searching for him.
JA2 is an awesome mix of tactical game with an RPG feel, well worth the buy for people who like XCOM and want more. I also recommend Frozen Synapse for people who are really into small scale tactical scenarios.
There's now a 1.13 mod for JA2, which fixes soem bugs, adds some fuctionality that was not completed and adds more stuff. The depth is ...staggering.
Imagine a situation:
Shadow sniped an enemy soldier and shot his magazine dry. Enemies are converging on his position. The rest of the team moves in to support. Grizzly mortars near the rock formation where th enemies are most likely to come from and blasts 3 of them.
Then an enemy soldier comes from nowhere, turning a corner by the house Shadow was using for cover, effectively flanking him. He fires his pistol and hits Shadow, but the keval vest takes the brunt of it.
MY turn. Shadows rifle is empty. Shadow unsheats his knife and springs from his cover, gutting the enemy, but discovering two more enemy soldiers near. He only has a few TU's left, not enough to get back into cover, and his sniper rifle is still empty. His pistol wont' help. But, the enemy dropped his rifle. Quickly Shadow picks it up.
The only mercs close enough to help are Steroid and Dimitri. Steroid fires...but oh no! Gun jam! "Damit. Dammit to hell!" No time to unjam it now.
Shadow has enough TU's to throw the rifle to Steroid, steroid catches it and fires, taking the soldiers head clean off. Dimitri only has a crappy S&W, so insted he throws his knife - smack in the other soldiers forehead.
Wonderfull..you can't have stories like that in EU.
And one time I spent a lot of my hard earned cash on TNT, and stole some AMX here and there, and broke into one of the mine storages to steal remote detonators. Then I jurry-rigged some home-made explosives.
I seeded the road into Drassen with mines, jars of AMX with remote detonators and C4.
Now, in JA1.13 you can enable the queens counter-attack on Drassen. No less than 80-90 soldiers will atack (in 1.13, milita/soldiers from adjecent secotrs can come in and join the fight).
Thankfully, I trined the milita so I had at least 50 soldier of my own.
I hunkered down, fortified my position. And when the enemy started coming. I waited and picked them off with snipers. Waited for their reinforcements. And then... Activating remote detonator on frequency 1
A chain reaction of explosions followed that destroyed everything on the road.
Activating remote detonators on frequency 2. A whole bunch on exposion at the other end of the town. Maximum carnage. 20 enemies dead. Many wounded.
Did I mention it was night? And my IMP was Night Ops + night vision googles + MP5D.
Oh, he and Shadow were like Batman. Terrors of the night.
Modifié par Lotion Soronnar, 18 octobre 2012 - 07:19 .
#399
Posté 18 octobre 2012 - 07:12
#400
Posté 18 octobre 2012 - 07:23
Allan Schumacher wrote...
Also, I totally said that backwards. I've seen them shoot after moving (we can do that too!), but not move after shooting!
I've seen muttons use BLood Call to call other muttons. So out of the back of the map 3 more muttons come. Then they do their chest pounding animation and move again. Moving to flank me, going into cover. And then it's their turn and they move AGAIN.
The frakkers did 3 turns in one.





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