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XCOM: Enemy Unknown


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#51
Allan Schumacher

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Lotion Soronnar wrote...

Many a X-Com fans I know are disspoitned by this game. Me included.

It's OK, but it's not X-Com.


Many a X-Com fan I know love this game.  Me included.

/shrug

#52
Allan Schumacher

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Chryssalids also do not appear to be capturable.

Essentially, if you have a guy with the arc thrower equipped, and the hostile has the blue radius around it, you can stun that guy.

#53
Allan Schumacher

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Well, they are pretty Robotic haha.

#54
Allan Schumacher

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Once you get a Psi Lab, you put your soldiers into it (takes 10 days) and they are either gifted or not. If they are, they just gain the Psi Abilities to use while in combat.

To get the Psi Lab, I believe you need to research the sectoid commander autopsy.

#55
Allan Schumacher

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Lotion Soronnar wrote...

Allan Schumacher wrote...

Lotion Soronnar wrote...

Many a X-Com fans I know are disspoitned by this game. Me included.

It's OK, but it's not X-Com.



Many a X-Com fan I know love this game.  Me included.

/shrug

Oh, it's ok.
I'm having fun with it. Then when I complete it I'll probably never turn it on again.


It doesn't have the depth of the old one.

I guess it depends what people think is what makes X-Com X-com. The setting?
The Genre? The vaugly defined atmosphere? The depth of tactical options? The mechanics?


It's too simplifed for my tastes.
WTH can't my heavy pick up a sniper rifle? (because artifical balance)
Why can't I shoot then run without a special perk?
Why only one base (because managing more than one is too demanding?)

Why only 1 interceptor?
Why can't one sell produced items?
Why can't one intercept abduction UFOs?
Why is one forced to choose in such a unorganic fashion?
Why only 1 grenade? Why only 1 items for that matter?


I can go on and on and on...

It's a completely different beast than the old X-com.



Now you're just being a buzzkill, and utilizing hyperbole to try to emphasize your point.  Many XCOM fans are loving this new game, because while it doesn't do all things better, there are definite improvements in other aspects.  It's not at all a "completely different beast" but you're right that it's not a clone.


I went back to the old game:

Why is my accuracy not affected by range?
Why are my guys able to shoot with precision despite lack of LOS?
How come my guy is completely blocked by a 2 foot tall retaining wall?
How come houses and stuff float in this game?
Why can I not open up a door without running through it.
How come the AI knows where all my units are regardless of LOS?
How come the AI knows specifically who my weakest PSI soldier is and is able to mercilessly attack them at will with PSI attacks?
How come I'm left completely to my own devices for detecting UFOs and none of the countries bother reporting any sighting to me?

I can go on and on....


Some of your criticisms are valid, but you come across as thinking the game does NOTHING better than the original, which is a position I believe to be patently false.

The overall strategic is different and not as flexible, but the tactical game is significantly improved!

Modifié par Allan Schumacher, 17 octobre 2012 - 07:44 .


#56
Allan Schumacher

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I failed my terror mission hardcore, ran to save two soldiers before I was crippled further. Though this was on classic.

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 .


#57
Allan Schumacher

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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 .


#58
Allan Schumacher

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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... -_-)

#59
Allan Schumacher

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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...

#60
Allan Schumacher

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Mutons do go from using Light Plasma to the regular Plasma Rifle. It hits harder, but on the plus side isn't as accurate! :P

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!

#61
Allan Schumacher

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Blood call shouldn't move guys (I've never seen it happen, and the description of what it does should not move any of them. All it is is a buff between them and the nearby mutons).

The scamper CAN DEFINITELY be annoying, although after a bit I know why they do it (until detected, the aliens are actually considered a single entity, and are tightly bound. You'll notice this when you see more than one of the aliens moving at once). The scamper is done to take the aliens out of an exceptionally vulnerable position. The bad thing is that they occasionally do cheat.

Having said that, I have never seen an alien get a move after their scamper, and the aliens do not appear to be functionally active until they are "live" which would result in this scamper occurring.

If possible, I'd recommend making a video of what you see and providing a save game to Firaxis, because if they are moving with their blood call, I'd consider that a bug. Unfortunately I have never seen it in any of my games so I can't really understand precisely what happened. Unless I'm mistaking something about how you've described it.

#62
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 .


#63
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 :(

#64
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 .


#65
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.

#66
Allan Schumacher

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I prefer squadsight because you can make pistols pretty good in the game. I usually take gunslinger to compensate.

I'm actually considering giving an assault a plasma pistol for long range, and seeing how he does with a laser shotgun (haven't yet researched the alloy cannon but I hear it's stupid strong too)

#67
Allan Schumacher

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He might be mistaking the new Jagged Alliance game or something...

#68
Allan Schumacher

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Interesting, given that it seems to me that the Chryssalids are programmed to split up during their scamper moment upon reveal. Only one ever actually scampers towards my squads while the other 1 or 2 run in other directions.


EDIT: Although I didn't get them for the alien base spawn, I got mutons.  My friend did get a lot of Chryssalids on the alien base mission, although he was able to get by without losing anyone.

Modifié par Allan Schumacher, 20 octobre 2012 - 10:16 .


#69
Allan Schumacher

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Stopping abduction missions results in a decrease in panic in the country you did the mission in, but an increase in panic in other continents. The best way is to get satellite coverage up ASAP. You can detect UFOs and do missions in those countries, which will also reduce their panic level. You also get -2 just for getting a satellite up.

Facility upgrading, on classic Ironman, is definitely satellites first. Carapace and Laser weapons are still useful, but money is pretty tight to start.

#70
Allan Schumacher

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Shotgun guys have huge range penalties, but also get huge range boosts (and higher crit chance) at close range.

I prefer the shotguns to the standard rifle, though you can give them rifles if you want better accuracy. I usually give them standard laser/plasma rifles.

#71
Allan Schumacher

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In the Zone is sweet when finishing off Chryssalids and stuff like that.

#72
Allan Schumacher

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The advantage of snapshot is that you can actively move your sniper into a flanking position to take advantage of In the Zone.

#73
Allan Schumacher

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Depending on the level you can often get flanking positions while still being in cover yourself, but yes it is a risk.

I think double tap and squadsight (with gunslinger) is a superior build.

#74
Allan Schumacher

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I think he berates someone for playing Civilization in one of them too haha.

#75
Allan Schumacher

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I have only seen countries leave midmonth for failing/skipping on a terror mission. That doesn't mean there may not be other causes, however.