XCOM: Enemy Unknown
#676
Posté 29 octobre 2012 - 05:09
I haven't had any issues with the close combat interrupt, with the exception of multiple enemies running close in the same turn. I get the impression it only works once.
#677
Posté 29 octobre 2012 - 05:48
Allan Schumacher wrote...
I have heard that there's a not so obvious 1 turn cooldown on double tap.
I haven't had any issues with the close combat interrupt, with the exception of multiple enemies running close in the same turn. I get the impression it only works once.
Hmm...that can't be true as I've had it trigger a reaction shot 3 times in a row, once for each Chryssalid that came into the 4-tile radius. On another occasion, it triggered twice in a single turn for a Muton and a Berserker. Sometimes it works, sometimes it doesn't.
A cooldown on Double Tap? I swear I've used Double Tap twice in a row....though I could be wrong about that.
#678
Posté 29 octobre 2012 - 05:51
Modifié par RainyDayLover, 29 octobre 2012 - 05:51 .
#679
Posté 29 octobre 2012 - 06:49
Between waiting for the DLC or just finishing my game.
I mean my entire staff is basically Colnels at this point.
I think I am going to finish my Normal game, then start on my classic campaign.
I will wait till they say when the DLC is coming.
#680
Posté 29 octobre 2012 - 09:37
Stay far away from the new Jagged Alliance game though. Jagged Alliance 1 is good, Jagged Alliance 2 is a masterpiece, but the new one is just... Ugh. Wish they had done for Jagged Alliance what XCOM: Enemy Unknown did for the old XCOM, but no such luck.
Modifié par termokanden, 29 octobre 2012 - 09:39 .
#681
Guest_Lathrim_*
Posté 29 octobre 2012 - 09:46
Guest_Lathrim_*
Giggles_Manically wrote...
I mean my entire staff is basically Colnels at this point.
That scene was so awesome.
#682
Posté 29 octobre 2012 - 10:29
I'm on my second month, and things are going pretty well, though I'm a bit low on money. The Council Report says I should have a bonus of $375. When I click next, it shows me at $133 with a monthly income of $121.
Um...shouldn't I have more money than that? Or does the monthly "bonus" just reflect my gross income?
Modifié par Sable Rhapsody, 29 octobre 2012 - 10:37 .
#683
Posté 30 octobre 2012 - 01:51
Everything costs money to keep it for a month,
#684
Posté 30 octobre 2012 - 08:07
Have a squad of 5 colonels plus one rookie doing a very hard abduction mission. Plowing through, and getting a little careless after killing a couple Mutons. First mistake is sending my one sniper (Zed) up on the roof alone too far ahead, kicking up a hornet's nest of mutons and heavy floaters.
Meanwhile on the ground level, one of my assault guys (Atlas) gets hit and starts bleeding out so I rush to send my other assault guy (All Day) to revive him. Revive him but now my All Day is pinned down by mutons.
My sniper on the roof quickly gets flanked by the floaters and he then proceeds to get hit and starts bleeding out. So I'm looking and my only other guy with a med kit is my other sniper, Cyclops. So I send her and one of my support guys (Nitro) up to the roof to try and help out. They both get to the roof and take cover.
Down on the ground, All Day is still pinned down by a couple Mutons and none of his shots are connecting. So I try to flank with my rookie. He gets in behind a car and has a high percentage shot which he then misses. No progress.
Back on the roof, I have about one turn before my sniper, Zed, bleeds out. My other sniper, Cyclops should be able to make it but Nitro should be able to act as a decoy. Well, Cyclops makes it over and stabilizes Zed and sits behind some cover. Except she also alerted 2 more mutons and a beserker. They all climb up on the roof and one muton tosses a grenade. Cyclops and Zed are dead. Nitro is now suppressed by a heavy floater and the beserker comes on over and smashes him dead.
On the ground, a lucky shot by a muton hits All Day and he starts bleeding out. At this point, I realize I am screwed. And accordingly, my rookie then gets killed when the car he is sitting behind blows up.
Whole 6 man squad dead. I'm basically playing like its Ironman mode even though I'm just on normal but I think I'm going to reload that one just to try and do that differently.
#685
Posté 30 octobre 2012 - 09:11
Plus use Ghost Mode and the Scan drone to get a peek ahead so you can get ready.
#686
Posté 30 octobre 2012 - 09:17
#687
Posté 30 octobre 2012 - 11:32
Brockololly wrote...
My sniper on the roof quickly gets flanked by the floaters and he then proceeds to get hit and starts bleeding out. So I'm looking and my only other guy with a med kit is my other sniper, Cyclops. So I send her and one of my support guys (Nitro) up to the roof to try and help out. They both get to the roof and take cover.
Whole 6 man squad dead. I'm basically playing like its Ironman mode even though I'm just on normal but I think I'm going to reload that one just to try and do that differently.
The same thing happened to me in a ship mission. I lost my best colonel sniper on a roof. Eventually my whole squad got killed. I was playing on normal as well, but split up my men. Even on normal you can get slaughtered if you are not careful.
I thought about reloading, but decided to continue with the tragedy. I see the loss as part of the stpory. I now have a new sniper heroine who has taken over the mantle of leadership.
I now try to keep my squad closer together so they can give mutual support.
#688
Posté 31 octobre 2012 - 12:24
Giggles_Manically wrote...
Dont forget your upkeep costs.
Everything costs money to keep it for a month,
OK, thanks for clarifying. I just did the alien base, so the sellable loot from that has for the moment helped jumpstart my money.
#689
Posté 31 octobre 2012 - 02:23
#690
Posté 01 novembre 2012 - 08:12
On another note, my sniper and assault - now majors - both have 92 will. If I put them into psionic chambers and they come back negative, tables are going to flip.
Modifié par bleetman, 01 novembre 2012 - 08:14 .
#691
Posté 01 novembre 2012 - 08:19
"GET THE HELL OUT OF MY HEAD!"
-mind controlled resisted-
-Mind control Ethereal!-
Ethereal: FUuuuuuuuuuu -HI GUYS-
#692
Posté 02 novembre 2012 - 03:51
I just don't want to. Because alloy cannons f*** yeah.
#693
Posté 02 novembre 2012 - 05:46
I will ripe and tear my way through every battleship to make them.
I mean seriously I want to make a team of six heavies and give them all Blaster Launchers.
I can only imagine the look on most Mutons faces. Probably something like this:
#694
Posté 02 novembre 2012 - 06:34
But Alloy Cannons are pretty slick also (15 point crits in the alien face).
6 Blaster Launchers? With Shredder Rockets for double Carnage, I'm guessing?
Not much Alien technology salvaged then... but at this point it would hardly matter, I guess.
I mean there's no kill like overkill, right? Could be a bit tedious to capture so many Battleships though....
Modifié par Haplose, 02 novembre 2012 - 06:35 .
#695
Posté 02 novembre 2012 - 09:21
termokanden wrote...
Still enjoying this game. But I have to recommend Jagged Alliance 2 for anyone who really likes this genre. It may be older, but it is still very playable and has a lot of depth. Still top dog in the genre if you ask me, though the new XCOM certainly comes close.
Stay far away from the new Jagged Alliance game though. Jagged Alliance 1 is good, Jagged Alliance 2 is a masterpiece, but the new one is just... Ugh. Wish they had done for Jagged Alliance what XCOM: Enemy Unknown did for the old XCOM, but no such luck.
Oy, the new Jagged Alliance isn't bad.
I ceartanly don't consdier it worse than the new X-Com.
Sure, it feel unfinihsed and some features are a bit lacking. But it's a good game overall.
The real-time-tactical-planing mode works great. The graphicsc are good (except for the merc faces. I'd be happier with portraits).
Where the new JA does fail to delive fully is:
- leveling mechanic (it's worse and more limited than JA2 one)
- milita (it's just too clunky and tedious to have to arm each one)
- guns (the way attachments work, no ammo types)
- no IMP.
Basicly, some of the finer details feel unfinished. But the potential was there.
#696
Posté 02 novembre 2012 - 01:49
What happened was art. They obliterated them all, room by room, usually in one round. It should've come with it's own theme music.
I kind of like alloy cannons.
Modifié par bleetman, 02 novembre 2012 - 01:52 .
#697
Posté 02 novembre 2012 - 02:04
#699
Posté 03 novembre 2012 - 12:33
bleetman wrote...
On another note, my sniper and assault - now majors - both have 92 will. If I put them into psionic chambers and they come back negative, tables are going to flip.
...
Eeyup.
(╯°□°)╯︵ ┻━┻
Modifié par bleetman, 03 novembre 2012 - 12:34 .
#700
Posté 03 novembre 2012 - 11:42
Edit: Alright, after playing a game with Ghost Armor on everyone except my Heavy (wearing Titan) and Squadsight Sniper (wearing Archangel), I'm convinced Ghost should go on Assaults. Holy crap, this armor might completely change the strategy I employ from now on in every single game. T'was a totally different gameplay experience.
Modifié par RainyDayLover, 04 novembre 2012 - 12:32 .





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