XCOM: Enemy Unknown
#651
Posté 27 octobre 2012 - 04:39
My only complaints would be some of the bugs (beserker lag), the pathfinding and navigating in alien/multi level facilities being terrible and wishing the base component was a little more robust. Its fantastic and its the type of game where I think a sequel could be truly incredible since they've got a solid foundation to iterate on.
#652
Posté 27 octobre 2012 - 06:29
But in this mission I got hammered by elite mutons and heavy floaters because I tried to be too clever in flanking the enemy and ended up getting flanked myself.
Since I lost a couple of colonels and its my first playthrough, II thought about reloading. But in the end I decided to continue and try to overcome the tragedy. I
#653
Posté 27 octobre 2012 - 10:47
I get so few weapon fragments now its insane.
In my first game I was swimming in it.
Now not so much.
I still have one Foundry and the Blaster Launcher left.
Then I can get the Edison achievement.
For now though I am still pissed at the computer and for some reason it giving its troops near perfect aim and not missing for 10 times in a row.
#654
Posté 27 octobre 2012 - 11:53
I think my favourite thus far was a group of thin men on the underground alien base level who were shooting my squad through several feet of solid rock.
#655
Posté 28 octobre 2012 - 12:31
Giggles_Manically wrote...
Its odd.
I get so few weapon fragments now its insane.
In my first game I was swimming in it.
Now not so much.
Do you use more explosives? These destroy weapons and leave nothing behind.
#656
Posté 28 octobre 2012 - 05:32
bleetman wrote...
Cover in X-com doesn't really seem to work the way it should. I can understand a chest high wall not giving much protection in general and effectively none against someone firing from a higher vantage point, but sometimes aliens will land hits through solid metal walls without even damaging the wall. It just goes right through it.
I think my favourite thus far was a group of thin men on the underground alien base level who were shooting my squad through several feet of solid rock.
Yeah. The shots is purely aesthetic (for better or worse). Combat is determined purely by rules, and LOS is established by peeking around cover as well. So if you're on a corner of "tall cover" you'll be able to look at everything in the quadrant along the adjacent tile and beyond.
Half cover always lets you look over it. But the rules are the same for you and the aliens, so once you understand this I find it less of an issue.
#657
Posté 28 octobre 2012 - 06:19
This game just renewed my love and hype for the Kickstarter project Dead State for some reason.
#658
Posté 28 octobre 2012 - 06:21
I am curious, though, so if anyone here wants to give it a whirl (I haven't tried it out at all) let me know.
#659
Posté 28 octobre 2012 - 08:35
The game before I got that armor though, I encountered my first Sectopod (and Muton Elites, though they didn't pose as much of a problem) and nearly got my main squad wiped. Scariest thing ever.

Edit: Those Lieutenants are actually "Colonels"...I modded the rank names, because I find the current rank system in XCOM really stupid. (6 Colonels going into battle?
Modifié par RainyDayLover, 28 octobre 2012 - 08:54 .
#660
Posté 28 octobre 2012 - 08:50
bleetman wrote...
I think my favourite thus far was a group of thin men on the underground alien base level who were shooting my squad through several feet of solid rock.
I recently had one situation where my soldiers exchanged fire although there was at least two stories of solid rock between my men and the aliens. There was no LOS at all. But at least the glitch went both ways.
#661
Posté 28 octobre 2012 - 10:46
I approve of this game.
Having to use the dash for every soldier(of up to 6) out of combat seemed a bit tiresome.The pathfinding and navigating in alien/multi level facilities being terrible
Yes. If they created a new IP with a similar framework, that would be an admirable direction for Firaxis.Its fantastic and its the type of game where I think a sequel could be truly incredible since they've got a solid foundation to iterate on.
#662
Posté 28 octobre 2012 - 11:52
I hope this game makes Firaxis a ton of money, so they might start tossing the idea of Alpha Centauri 2 around. Kickstarter it, anything. That game needs a sequel on today's tech.
#663
Posté 28 octobre 2012 - 06:04
Wait for a council mission then watch as the mooks fall in droves before you.
Seriously I just wiped out some Thin Men and it made me laugh as they failed so hard.
Watching as they get wiped out never fails to make me happy.
However in terms of broken things its Mind Control.
Enemies seem to always go gunning for mind controlled dudes.
#664
Posté 28 octobre 2012 - 09:14
Giggles_Manically wrote...
You want some catharsis?
Wait for a council mission then watch as the mooks fall in droves before you.
Seriously I just wiped out some Thin Men and it made me laugh as they failed so hard.
Watching as they get wiped out never fails to make me happy.
Yeah it's a nice change of pace to have to fight thin men after having to deal with very difficult terror missions. They are also good training missions.
#665
Posté 28 octobre 2012 - 09:30
When getting back I heard Bradford say:
"I guess you could say we sunk their battle ship commander"
Man I cant stop laughing.
#666
Posté 28 octobre 2012 - 09:43
Talk about a trial by fire. That everyone made it home with only minor injuries was pretty much a miracle.
Incidentally, is it just me or are plasma weapons kind of... boring? Going from guns to lasers felt like a significant technological upgrade, and was incredibly satisfying to see them at work for the first time. Plasma guns don't feel anywhere near as special.
Modifié par bleetman, 28 octobre 2012 - 09:46 .
#667
Posté 29 octobre 2012 - 06:42
Often I get the feeling that I could only upgrade the Sniper's weapons, the rest could do with basic versions in order to suppress, support, occasionally throw a granade or fire a rocket....
#668
Posté 29 octobre 2012 - 09:52
#669
Posté 29 octobre 2012 - 01:34
#670
Posté 29 octobre 2012 - 02:21
1) NEVER LEAVE COVER! Its a death sentence since the AI goes after out of cover dudes
2) ALWAYS HAVE YOUR WHOLE SQUAD ABLE TO FIRE! Concentrated fire is a must have against Sectopods, Muton Elites, and Etherals.
3)DONT ADVANCE PRIORITIES UNTIL YOU HAVE ADVANCED! Seriously just be cautious and advance your troops and gear slowly then do priorities.
As for the strategic overview:
Just build SATS and interceptors like crazy because with good cover you can deal with panic better.
As time goes on and the aliens lose Battleships and Supply Barges you stop seeing 3 missions at once. Then it just becomes a grind as you get gear and troops ready for the finale.
Though as always its: 2 assaults, 2 supports, 1 heavy, and 1 sniper.
If you do all that you are going to be pretty well off.
Now if only I could avoid losing one country every game.....hopefully England will be saved by Doctor Who because in my current game...they are so screwed.
#671
Posté 29 octobre 2012 - 03:39
Yeah, I notice that as well. Some of the talents just seem a little screwy like that, for some reason. Double tap doesn't work at times either.RainyDayLover wrote...
BTW, is Close Combat Specialist bugged for anybody else? My assault is always up in the enemies' grill and it triggers reaction shots only half of the time they get in the 4-tile radius.
Bugless game is bugless.
I don't think my reaction to those guys turning up changed from "oh ****, fall back!" until I started churning out power armourSable Rhapsody wrote...
I just met a Chryssalid for the first time and almost had a heart attack.
Of course, Sectopods have replaced them in that role now, but hey. Progress.
#672
Posté 29 octobre 2012 - 04:02
bleetman wrote...
Yeah, I notice that as well. Some of the talents just seem a little screwy like that, for some reason. Double tap doesn't work at times either.RainyDayLover wrote...
BTW, is Close Combat Specialist bugged for anybody else? My assault is always up in the enemies' grill and it triggers reaction shots only half of the time they get in the 4-tile radius.
Does your Sniper have a living target in line of sight when Double Tap doesn't work?
#673
Posté 29 octobre 2012 - 04:07
Modifié par bleetman, 29 octobre 2012 - 04:10 .
#674
Posté 29 octobre 2012 - 04:14
bleetman wrote...
RainyDayLover wrote...
BTW, is Close Combat Specialist bugged for anybody else? My assault is always up in the enemies' grill and it triggers reaction shots only half of the time they get in the 4-tile radius.
Double tap doesn't work at times either.
Yeah, same. Though not nearly as much as Close Combat Specialist.
@Haplose, I've had multiple enemies in my sniper's LOS and it still only allows a single ****.
Gonna create another Squadsight sniper with In The Zone isntead of Double Tap because I feel that would have been a better choice. Don't get me wrong, my sniper has a ridiculous amount of kills but I feel she would be even more deadly with In The Zone.
#675
Posté 29 octobre 2012 - 05:04
Unless said heavy misses ...twice...with a 75% chance on both shots.

But I guess that is XCOM.





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