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XCOM: Enemy Unknown


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#426
TobiTobsen

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happy_daiz wrote...

Ugh, I tried that alien base, and it's tough! I went there with Carapace armor and laser weapons - as you can imagine, it didn't go well. Heh. I reloaded and did something else instead.

Once I get the squad outfitted better, I'll see what I can do about that stupid base..


You had problems with that equipment? I think I did it with the same stuff, but hadn't meet anything harder than Mutons till then. Craped my pants when the Berserkers started to pour out of the entrance.

How long did you wait till you attacked the base? So what enemies were you facing?

Modifié par TobiTobsen, 18 octobre 2012 - 02:22 .


#427
Guest_Sharingan Master_*

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I played the demo last night, reminded a lot of Valkyria Chronicles (a PS3 exclusive title). I'll probably pick this up the next time I'm near my local Gamestop.

#428
happy_daiz

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TobiTobsen wrote...

happy_daiz wrote...

Ugh, I tried that alien base, and it's tough! I went there with Carapace armor and laser weapons - as you can imagine, it didn't go well. Heh. I reloaded and did something else instead.

Once I get the squad outfitted better, I'll see what I can do about that stupid base..


You had problems with that equipment? I think I did it with the same stuff, but hadn't meet anything harder than Mutons till then. Craped my pants when the Berserkers started to pour out of the entrance.

How long did you wait till you attacked the base? So what enemies were you facing?

Mutons, Berzerkers, and lots and lots of cyberdisks and armored floaters. I was just feeling overwhelmed, so I gave up. I may have made it through the map, but I'd already lost my favorite support girl, and I just couldn't abide by that.

I went pretty quickly after I built the skeleton key. I don't think any of my squaddies were at Colonel rank yet - the highest one was Major. I am hoping I can get a Psionics lab built, and get my peeps tested before I go back, but panic levels may be too high by then. So stressful!

So which enemy allows the Psionics lab research? I got that started in one of my other attempts, but now they're all melding together in my mind, so I can't remember which aliens I need to stun in which playthrough.

Modifié par happy_daiz, 18 octobre 2012 - 02:50 .


#429
TobiTobsen

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happy_daiz wrote...

TobiTobsen wrote...

happy_daiz wrote...

Ugh, I tried that alien base, and it's tough! I went there with Carapace armor and laser weapons - as you can imagine, it didn't go well. Heh. I reloaded and did something else instead.

Once I get the squad outfitted better, I'll see what I can do about that stupid base..


You had problems with that equipment? I think I did it with the same stuff, but hadn't meet anything harder than Mutons till then. Craped my pants when the Berserkers started to pour out of the entrance.

How long did you wait till you attacked the base? So what enemies were you facing?

Mutons, Berzerkers, and lots and lots of cyberdisks and armored floaters. I was just feeling overwhelmed, so I gave up. I may have made it through the map, but I'd already lost my favorite support girl, and I just couldn't abide by that.

I went pretty quickly after I built the skeleton key. I don't think any of my squaddies were at Colonel rank yet - the highest one was Major. I am hoping I can get a Psionics lab built, and get my peeps tested before I go back, but panic levels may be too high by then. So stressful!

So which enemy allows the Psionics lab research? I got that started in one of my other attempts, but now they're all melding together in my mind, so I can't remember which aliens I need to stun in which playthrough.


Unfortunately you need to finish the base for that. You need the Sectoid Commander or his corpse for the lab.

#430
happy_daiz

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^ Ahh, that makes sense. Although I could have sworn I'd already seen Sectoid Commanders elsewhere, without doing the base assault. Maybe an alien crash site? I dunno, maybe I imagined it. LOL

#431
Giggles_Manically

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Even though I am playing on Normal...I still am having lots of fun.

On my last mission I killed 7 aliens, captured 2, and defused a bomb with no losses.
Even though...poor aliens getting tortured to death....

#432
FFLB

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brettc893 wrote...

As soon as anything comes into view, I.E. The animation triggers, they get a free move ON TOP of their normal actions on their turn.

It's a bull**** tactics, but I guess it reinforces the difficulty aspect.

It's not a bug, it just happens on their turn sometimes, leading to an unfair advantage.


It can also work against them occasionally. If you happen to spy them at the periphery of your vision, and they haven't activated yet, you can use that chance to fire a rocket their way.

In the early game, it seems to come down to luck when you're trying to keep panic levels low. The abduction mission choices can be especially problematic, since you can sometimes be forced to choose between one country at 1 panic level and two at 3. So you just have to play the hand you're dealt in that case, but if you get a terror mission, that seems to give you a chance at reducing panic across a region/continent if you successfully keep civilian deaths at a low. I'll have to start a new game to observe this more closely, but, at a glance, that seemed to be the case.

#433
Allan Schumacher

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As soon as they did that they played their little animation and moved again. And then they moved again.


I have never seen this happen unfortunately. Which is why it seems to be a bug (and a very rare one at that, unfortunately).


It's not a bug, it just happens on their turn sometimes, leading to an unfair advantage.


It's a bug if they move after their scamper.  Their scamper always happens after the group does their move during their turn.  They shouldn't get another move afterwards.


Actually, the whole free move thing is bull**** period IMO. Why not let us ambush the bastards, they can do it to us. It's adding artificial difficulty if you ask me.


You actually can.  Sometimes I think it's a bug (I've noticed a group of 3 and they don't seem to notice me.  Or maybe there's some funky LOS issues I still don't fully understand?)  You can also use Ghost armor to get the drop on them.  Although shooting one of them (usually with a Squad Sight) will make them do their scamper.

Modifié par Allan Schumacher, 18 octobre 2012 - 06:58 .


#434
Allan Schumacher

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That glorious moment when your best sniper misses with %98 chance to hit.



HAHAHA.  "That's XCOM."

Though to be fair I have gotten a decent amount of 25% chance hits too :P

I lost a heavy missing a Sectopod at close range (HOW CAN ONE MISS THAT!?) with a 90% chance to hit and he had low health :(

#435
Allan Schumacher

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RinpocheSchnozberry wrote...

happy_daiz wrote...

So what is the secret to not losing members of the council? In that playthrough, I've already lost 5. I know the obvious - add a satellite to the most panicked countries, and do side missions when they pop up for those countries, but what else can you do?


I believe it's by design that you can't actually keep all memeber of the council without superhuman effort.  I've been rocking my second game, but I still lost two nations.


Yeah, full coverage isn't required by any means.  It is possible though (i did it until I was stupid and accidentally ignored a landed UFO which put Nigeria to panic LOL).

I needed to make liberal use of how to apply satellites, as well as attacking the alien base, but I did do it (on Normal though).


So you just have to play the hand you're dealt in that case, but if you get a terror mission, that seems to give you a chance at reducing panic across a region/continent if you successfully keep civilian deaths at a low. I'll have to start a new game to observe this more closely, but, at a glance, that seemed to be the case.


Yup!  You'll always reduce panic in the target country, but depending on how you do you will also reduce panic in the continent by 1 or 2.

Modifié par Allan Schumacher, 18 octobre 2012 - 07:09 .


#436
Cutlass Jack

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Yup saving people in a terror mission definately lowers panic. Its impossible to save all of them from what I've seen. But you can get at least two deaths and still get the best save rating.

In fact I've commented earlier on the thread that the game seems to have code that keeps everyone from living. I've had civilians with literally no aliens anywhere near them fall over from a heart attack if I saved too many people. If I did not save those people, they lived.

#437
rwilli80

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My biggest complaint about the later terror missions is how it always seems the humans are just surrounded by the aliens and by turn three or four they've killed half the humans on the board.

But I do love this game.. I got it through gamefly for the 360, but I am gonna have to get it for PC so me and my friends can play.

Modifié par rwilli80, 18 octobre 2012 - 08:03 .


#438
Giggles_Manically

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Can anyone point out how to get more Engineers?

Do they come as rewards in the future, or is there something specific to get them?
I got a sat over China for +5 a month.

But beyond that I dont see how I can get one.

#439
Cutlass Jack

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You can get more engineers many ways. They're often one of the listed rewards for mission choices. Satelites can get you some as you figured. The less random way to get them is to add more workshops to your base.

#440
Sidney

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TobiTobsen wrote...

happy_daiz wrote...

Ugh, I tried that alien base, and it's tough! I went there with Carapace armor and laser weapons - as you can imagine, it didn't go well. Heh. I reloaded and did something else instead.

Once I get the squad outfitted better, I'll see what I can do about that stupid base..


You had problems with that equipment? I think I did it with the same stuff, but hadn't meet anything harder than Mutons till then. Craped my pants when the Berserkers started to pour out of the entrance.

How long did you wait till you attacked the base? So what enemies were you facing?


The base wasn't tough for me either. It was actually, other than being LONG pretty much a cake walk of Mutons, Floaters and Beserkers. Now the most recent very large ship I downed was a living nightmare of heavy floaters, that escpaed from RoboCop bot and Elite Mutons.

#441
Sidney

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Cutlass Jack wrote...

Yup saving people in a terror mission definately lowers panic. Its impossible to save all of them from what I've seen. But you can get at least two deaths and still get the best save rating.

In fact I've commented earlier on the thread that the game seems to have code that keeps everyone from living. I've had civilians with literally no aliens anywhere near them fall over from a heart attack if I saved too many people. If I did not save those people, they lived.


First terror mission I saved all of them. Since the Chrysallids showed up I've been saving a much lower %.

#442
Cutlass Jack

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Odd. My first terror mission was the very one that introduced Chrysallids to me. Of course they were standing directly next to zombie fodder at the time.

#443
Captain Crash

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argghhh just lost South Africa and Argentina as council members.  Super annoyed as I had two satellites six days away from completion

:(

ah well every cloud has a silver lining, I will be able to station them now in Russia and Nigeria and get an extra $200 so I can afford a new Firestorm craft!

B)

#444
RinpocheSchnozberry

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Giggles_Manically wrote...

Can anyone point out how to get more Engineers?

Do they come as rewards in the future, or is there something specific to get them?
I got a sat over China for +5 a month.

But beyond that I dont see how I can get one.


I believer you get 5 engineers per workstop as well.

#445
CrazyRah

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The base for me was a real cake walk this time. Never quit pushing forward and it didn't take long before i'd killed everyone in there. The first really hard mission for me was when i assaulted the huge storage UFO. 19 aliens in there. Here i also met my first Sectopod in a corridor with little cover. Thankfully i had my really awesome sniper there ready to save the entire group. Right now nothing is really a challenge for me. Only the sectopod can survive for more than a few seconds, berzerkers and hover disks die as soon as they enter the fray. So right now i'm playing sim city in the base and building my own private psi army. All of this while waiting for that plot thing to be completed so i can do the next part of the story.

#446
deuce985

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Allan Schumacher wrote...

That glorious moment when your best sniper misses with %98 chance to hit.



HAHAHA.  "That's XCOM."

Though to be fair I have gotten a decent amount of 25% chance hits too :P

I lost a heavy missing a Sectopod at close range (HOW CAN ONE MISS THAT!?) with a 90% chance to hit and he had low health :(


I found out it wasn't very smart to get close to Sectopods fast...

#447
Giggles_Manically

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http://cloud.steampo...2CC4FE834B060F/

Let Aliens beware for Humberto is coming for you!
That is my current squad leader.

Also poor Hicks.
He keeps getting hit in EVERY mission. So I named him "Francis"
Little L4D joke.

#448
Allan Schumacher

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RinpocheSchnozberry wrote...

I believer you get 5 engineers per workstop as well.


Yup!  THat's the most consistent way to get them.  Note that you need to get at least ONE engineer (so a total of 6) before unlocking the workshop.

#449
TobiTobsen

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deuce985 wrote...

Allan Schumacher wrote...

That glorious moment when your best sniper misses with %98 chance to hit.



HAHAHA.  "That's XCOM."

Though to be fair I have gotten a decent amount of 25% chance hits too :P

I lost a heavy missing a Sectopod at close range (HOW CAN ONE MISS THAT!?) with a 90% chance to hit and he had low health :(


I found out it wasn't very smart to get close to Sectopods fast...


With my two active heavys with HEAT ammo, I found Sectopods rather underwhelming. As soon as my heavys open fire, they die :o

#450
billy the squid

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Haha! I have a heavy called Leroy 'collateral' Jenkins. What are the odds? Oh yes and is skeletal armour with the inbuilt grappling hook better or at least does it provide more protection than carapace armour? I'm thinking of using it for my 2 snipers on team 1.