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  1. - Top - End - #1051
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    Default Re: XCOM: One Does Not Simply "Shoot" a Cryssalid...

    Personally, I tried Classic first, having never played XCOM before. Eventually I ended up switching to Normal due to wasting my time on too many losses. Being reduced to all recruits a third of the way through is difficult to recover from.

    And I really hate how they whimper when panicked.

  2. - Top - End - #1052
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    Default Re: XCOM: One Does Not Simply "Shoot" a Cryssalid...

    I played the original game, but I was never particularly good at it; I tried Classic, but I admit I just don't have the patience for dealing with too many losses in a row.

    So I play on Normal, and I enjoy myself < . .>

    As for the Elite Soldier Pack, I'm going to agree with Zevox - the number of options you get is miniscule; about the only thing I consider 'big' is that you can pick your armor colors, everything else is merely 'kind of nice-ish'. Would I pay for it? Probably not.

    That said, I pre-ordered and got it for free; and I DO make heavy use of the armor color feature, so while it's probably not worth 5 bucks, it may end up being one of those things to grudingly shell out for if customization is really your angle. (It is mine, hence why I preordered like I did.)
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  3. - Top - End - #1053
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    Default Re: XCOM: One Does Not Simply "Shoot" a Cryssalid...

    If theres one thing I want from an update or mod, its a static ui/hotkey position for ubiquitous skills like overwatch and hunker.

  4. - Top - End - #1054
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    Default Re: XCOM: One Does Not Simply "Shoot" a Cryssalid...

    Play with an Xbox controller, hit Y [/pseudotroll]
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  5. - Top - End - #1055
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    Default Re: XCOM: One Does Not Simply "Shoot" a Cryssalid...

    Quote Originally Posted by mistformsquirrl View Post
    I played the original game, but I was never particularly good at it; I tried Classic, but I admit I just don't have the patience for dealing with too many losses in a row.
    No one was particularly good at the original game anyway. That was the point of X-Com.

  6. - Top - End - #1056
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    Default Re: XCOM: One Does Not Simply "Shoot" a Cryssalid...

    Quote Originally Posted by Cespenar View Post
    No one was particularly good at the original game anyway. That was the point of X-Com.
    Tell that to dozens of people at ufopaedia.org who petition for/write mods to make the original game harder.

    And they're actually kinda right. Once you know all the tricks (I'm not even talking about exploits and bug abuse), optimal research paths? The difficulty goes out of the window. Even on Superhuman.

  7. - Top - End - #1057
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    Default Re: XCOM: One Does Not Simply "Shoot" a Cryssalid...

    The original game is an absolute joke once you get (and abuse) mind control and blaster launchers.

    This is true even of TFTD.

  8. - Top - End - #1058
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    Default Re: XCOM: One Does Not Simply "Shoot" a Cryssalid...

    Question: I finished my classic ironman playthrough, and of course that save now takes me to the last turn of the last mission. As I had mind-controlled an elite muton, this makes it impossible for me to even kill off the team. Is there any way for me to access my list of soldiers and the memorial so that I can see the names and titles of everyone that died in the playthrough?

    Quote Originally Posted by Avilan the Grey View Post

    I noticed almost everyone here seem to play on Classic?
    I did a normal playthrough, then classic ironman several attempts and currently have impossible going. I think normal to classic is a huge jump and that it's much better to start on normal if you don't know the game and don't like constant save-scumming.

    Quote Originally Posted by Impnemo View Post
    If theres one thing I want from an update or mod, its a static ui/hotkey position for ubiquitous skills like overwatch and hunker.
    If you're on PC, you can double click the overwatch button to make your squaddies do it automatically. It's much faster than clicking and then having the confirmation box pop up and clicking okay.

    Quote Originally Posted by tensai_oni View Post
    Tell that to dozens of people at ufopaedia.org who petition for/write mods to make the original game harder.

    And they're actually kinda right. Once you know all the tricks (I'm not even talking about exploits and bug abuse), optimal research paths? The difficulty goes out of the window. Even on Superhuman.
    Quote Originally Posted by Surrealistik View Post
    The original game is an absolute joke once you get (and abuse) mind control and blaster launchers.

    This is true even of TFTD.
    The original did reward some weird things. Training reaction on your soldiers, for example, was kinda ridiculous (I think the best way was to park a firing squad outside a UFO and wait something like 20 turns for the aliens to start to wander out).

    The thing about both old and new X-com is that they have a collapsing difficulty. You can still lose troops, but once you have psionics in heavy armor, the game becomes really easy.
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  9. - Top - End - #1059
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    Default Re: XCOM: One Does Not Simply "Shoot" a Cryssalid...

    Quote Originally Posted by Anarion View Post
    If you're on PC, you can double click the overwatch button to make your squaddies do it automatically. It's much faster than clicking and then having the confirmation box pop up and clicking okay.
    static button as in overwatch is always [button], instead of jumping around from 2-5 depending on how many abilities a given dude has.
    Man this thing was full of outdated stuff.
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  10. - Top - End - #1060
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    Default Re: XCOM: One Does Not Simply "Shoot" a Cryssalid...

    I was half-joking there, but almost all strategy games are pretty easy when you're spoiled anyway.

    I don't suppose anyone found the original X-Coms easy on their unspoiled initiation to the series, though.

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    Default Re: XCOM: One Does Not Simply "Shoot" a Cryssalid...

    Man. Escort missions with a team of Psionics is no fun anymore. I just zap the Thin Men left and right.

    The game is nice enough to make clear when you enter endgame. I respect that.

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    Default Re: XCOM: One Does Not Simply "Shoot" a Cryssalid...

    Heh, I love late game escort missions. A very welcome change of pace from Muton Elites and Heavy Floaters.
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    Default Re: XCOM: One Does Not Simply "Shoot" a Cryssalid...

    Quote Originally Posted by YakYak View Post
    Heh, I love late game escort missions. A very welcome change of pace from Muton Elites and Heavy Floaters.
    Agreed. They pop like hot air balloons left and right. It's good training for rookie Psionics.

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    Default Re: XCOM: One Does Not Simply "Shoot" a Cryssalid...

    Quote Originally Posted by Cikomyr View Post
    Agreed. They pop like hot air balloons left and right. It's good training for rookie Psionics.
    Also good for training up fresh squaddies (assuming you took the free upgrade to squaddie) so you've got a stronger second-line in case you get a Surprise Cryssalid to the face.
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  15. - Top - End - #1065
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    Default Re: XCOM: One Does Not Simply "Shoot" a Cryssalid...

    Quote Originally Posted by NEO|Phyte View Post
    static button as in overwatch is always [button], instead of jumping around from 2-5 depending on how many abilities a given dude has.
    There's a key for that, and it is actually Y, despite the joke(?) about the X-Box controller.
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    Default Re: XCOM: One Does Not Simply "Shoot" a Cryssalid...

    Quote Originally Posted by Reynard View Post
    There's a key for that, and it is actually Y, despite the joke(?) about the X-Box controller.
    On the PC, it varies to a different number key depending on what other abilities the unit has. Sometimes overwatch is 2, sometimes it's 3 or 4. Rarely 5+
    This means that something like spamming "2" over and over won't work and you have to pay attention to each unit, taking up more time.

    In my experience, the fastest method on PC is to double click the button and then press tab to go to the next unit right away.
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    Default Re: XCOM: One Does Not Simply "Shoot" a Cryssalid...

    Quote Originally Posted by ShneekeyTheLost View Post
    Also good for training up fresh squaddies (assuming you took the free upgrade to squaddie) so you've got a stronger second-line in case you get a Surprise Cryssalid to the face.
    Chryssalids aren't actually that scary if you've given your Squaddies the best armor and a Nano-Fiber Vest or Chitin Plating. Now Berserkers... THOSE are scary.
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    Default Re: XCOM: One Does Not Simply "Shoot" a Cryssalid...

    Quote Originally Posted by Anarion View Post
    On the PC, it varies to a different number key depending on what other abilities the unit has. Sometimes overwatch is 2, sometimes it's 3 or 4. Rarely 5+
    This means that something like spamming "2" over and over won't work and you have to pay attention to each unit, taking up more time.

    In my experience, the fastest method on PC is to double click the button and then press tab to go to the next unit right away.
    No. Y is always overwatch. It might not say it is on the little hotbar, but the Y key is overwatch.
    Quote Originally Posted by Deophaun View Post
    It doesn't so much as demean the celestial monkey's existence, so much as fulfill it. Without the ability to be summoned to set off traps, retrieve objects from dangerous situations, and all and all be a party's guinea pig, the Celestial Monkey would languish in obscurity in the MM and do nothing more legendary than eat celestial bananas.
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  19. - Top - End - #1069
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    Default Re: XCOM: One Does Not Simply "Shoot" a Cryssalid...

    Quote Originally Posted by Jade Dragon View Post
    Chryssalids aren't actually that scary if you've given your Squaddies the best armor and a Nano-Fiber Vest or Chitin Plating. Now Berserkers... THOSE are scary.
    Chitin plating especially helps there as it also reduces melee damage by 50%. So even a berserker ends up not hitting that hard.

    Quote Originally Posted by Reynard View Post
    No. Y is always overwatch. It might not say it is on the little hotbar, but the Y key is overwatch.
    Huh, learn something new. Thanks for clarifying.
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    Anarion's right on the money here.
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    Default Re: XCOM: One Does Not Simply "Shoot" a Cryssalid...

    Quote Originally Posted by Anarion View Post
    Huh, learn something new. Thanks for clarifying.
    No problem, though I hate to say it, but like the 'X' key switching weapons, it's a sign of a tiny bit of laziness in the port from X-Box, and a clear sign which platform it was developed for first.
    Quote Originally Posted by Deophaun View Post
    It doesn't so much as demean the celestial monkey's existence, so much as fulfill it. Without the ability to be summoned to set off traps, retrieve objects from dangerous situations, and all and all be a party's guinea pig, the Celestial Monkey would languish in obscurity in the MM and do nothing more legendary than eat celestial bananas.
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    Default Re: XCOM: One Does Not Simply "Shoot" a Cryssalid...

    So... I admit I savescum at times, because I have my favorite soldiers that must survive! (At the moment Bonnie Frank, the Scottish female heavy, and Mary something the redheaded Aussie sniper). Normal IS fairly easy so far (just at my second UFO, so I know it is early). Maybe it is my muscle memory from playing Laser Squad on the Amiga all those years ago...


    Now, is it better to throw fresh meat in, or try to build your favorite team all the way?
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    Default Re: XCOM: One Does Not Simply "Shoot" a Cryssalid...

    Quote Originally Posted by Avilan the Grey View Post
    So... I admit I savescum at times, because I have my favorite soldiers that must survive! (At the moment Bonnie Frank, the Scottish female heavy, and Mary something the redheaded Aussie sniper). Normal IS fairly easy so far (just at my second UFO, so I know it is early). Maybe it is my muscle memory from playing Laser Squad on the Amiga all those years ago...


    Now, is it better to throw fresh meat in, or try to build your favorite team all the way?
    Don't build your favorite squad all the way. If they get wounded heavily enough, you'll be left floundering with a bunch of Rookies.
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    Default Re: XCOM: One Does Not Simply "Shoot" a Cryssalid...

    Quote Originally Posted by Avilan the Grey View Post

    Now, is it better to throw fresh meat in, or try to build your favorite team all the way?
    Both. You should have one or two soldiers that you take on every single mission, at least until they get up to captain because getting up to six squad members is incredibly important. (Iirc captain is when you get squad size II, someone will correct me if I messed that up.) However, if you only take the same squad on every mission, a death or serious wound can really mess you up. It's generally good to take 1-2 rookies or lower-ranking squaddies on each mission so that you build up a team of soldiers that can cycle in and out as injuries happen.
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    Default Re: XCOM: One Does Not Simply "Shoot" a Cryssalid...

    Quote Originally Posted by Anarion View Post
    Both.
    Thanks. I will switch to 2 rookies and 3 veterans for now.
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    Default Re: XCOM: One Does Not Simply "Shoot" a Cryssalid...

    Quote Originally Posted by Avilan the Grey View Post
    Now, is it better to throw fresh meat in, or try to build your favorite team all the way?
    I'd recommend trying to get at least 2-3 of every class, since you'll have to deal with characters being unusuable from wounds even if you don't lose anyone. I personally always bring a Seargent-rank or above Support once I have them, since that's when they get the three-uses med-pack ability, which is extremely useful. I'll also always bring another experienced soldier or two. I tend only to bring a full squad of experienced characters when I'm expecting a tough fight, though.

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    Default Re: XCOM: One Does Not Simply "Shoot" a Cryssalid...

    Quote Originally Posted by Zevox View Post
    I'd recommend trying to get at least 2-3 of every class, since you'll have to deal with characters being unusuable from wounds even if you don't lose anyone. I personally always bring a Seargent-rank or above Support once I have them, since that's when they get the three-uses med-pack ability, which is extremely useful. I'll also always bring another experienced soldier or two. I tend only to bring a full squad of experienced characters when I'm expecting a tough fight, though.

    Zevox
    I've always wondered why you had to wait days for your soldiers to heal instead of just being able touild a couple medikits specifically for the Support to use on them.

    Medikits useless outside of combat, the inability to just get a taser or cattle prod, arbitrary restriction on squad size, fresh recruits not being the elite soldiers they're supposed to be, SCOPEs, Nano-Fiber Vests, and Grenades all taking up the same slot... this game does not make any sense.

    Possibly the worst thing is that XCOM can't just sell weapons and armor to countries and have them actually have an effect. Hell, you could just give a couple suits of Carapace Armor and Laser Rifles to a few different countries, and have their operatives meet your team and act as AI controlled allies whenever you go on missions in those countries.

    There's also the fact that sometimes, countries do ask you for weapons and armor. Yet it still seems to have no effect.

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    I do have a question. Does Asia's Future Combat bonus apply just to building the Officer Training School, or also all the purchaseable stuff?
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    Default Re: XCOM: One Does Not Simply "Shoot" a Cryssalid...

    Quote Originally Posted by Jade Dragon View Post
    I've always wondered why you had to wait days for your soldiers to heal instead of just being able touild a couple medikits specifically for the Support to use on them.
    Because soldiers are "injured" and need healing regardless their final hit points. Medkits are band-aids; you can heal someone who is down to 1HP all the way to full in-mission, but they'll still require time off after.
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    Default Re: XCOM: One Does Not Simply "Shoot" a Cryssalid...

    Quote Originally Posted by Reynard View Post
    No. Y is always overwatch. It might not say it is on the little hotbar, but the Y key is overwatch.
    Well doh. Its in the tactical shortcuts section of the keyboard bindings which I hadn't looked at since I first booted the game up. I clicked over the input device from mouse to 360 controller, seeing as I didnt have said controller, not helpful. Put the menu away and forgot about it. Also found r/b for reload and hunker down. Moving them all somewhere more accessible, thanks.


    Quote Originally Posted by Jade Dragon View Post
    ...fresh recruits not being the elite soldiers they're supposed to be...
    Wait, what? Madness! This is XCOM, rookies are chryssalid bait, nothing more, as god intended.
    Last edited by Impnemo; 2012-10-28 at 07:17 PM.

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    Default Re: XCOM: One Does Not Simply "Shoot" a Cryssalid...

    Quote Originally Posted by JMobius View Post
    Because soldiers are "injured" and need healing regardless their final hit points. Medkits are band-aids; you can heal someone who is down to 1HP all the way to full in-mission, but they'll still require time off after.
    This. The game description of them specifically tells you that med-kits are a short-term healing item, and the injuries will need time to properly heal.

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    Default Re: XCOM: One Does Not Simply "Shoot" a Cryssalid...

    Quote Originally Posted by Jade Dragon View Post
    I've always wondered why you had to wait days for your soldiers to heal instead of just being able touild a couple medikits specifically for the Support to use on them.

    Medikits useless outside of combat, the inability to just get a taser or cattle prod, arbitrary restriction on squad size, fresh recruits not being the elite soldiers they're supposed to be, SCOPEs, Nano-Fiber Vests, and Grenades all taking up the same slot... this game does not make any sense.

    Possibly the worst thing is that XCOM can't just sell weapons and armor to countries and have them actually have an effect. Hell, you could just give a couple suits of Carapace Armor and Laser Rifles to a few different countries, and have their operatives meet your team and act as AI controlled allies whenever you go on missions in those countries.

    There's also the fact that sometimes, countries do ask you for weapons and armor. Yet it still seems to have no effect.

    ---

    I do have a question. Does Asia's Future Combat bonus apply just to building the Officer Training School, or also all the purchaseable stuff?
    Concerning Medkits, I actually kind of like that. I don't see Medkits as a magical healing spray that re-knits bones, closes wounds, and puts blood back into the body. It's a really good bandage and a bunch of painkillers, designed to keep the soldier in the fight.

    Unless I'm mistaken, a soldier who takes damage that gets through their armor goes to the Sickbay regardless, even if they're fully healed by the end of the fight.



    Equipment taking up one slot is a little silly, but changing it would require totally remapping the inventory system.

    Consider this: A Scope goes on top of a gun. Unless they make many types of scope, there is basically no decision making occurring, if you have spare scopes, put them on guns. Same with grenades, if they have a spot on their belt, give them a grenade.

    As it is, you're forced to make an important decision when you kit out your soldiers, and the game is based around forcing you to make important decisions. Do you take the Vest for increased survivability, how about the Scope for better accuracy, or a Grenade for some guaranteed damage, or a medkit.

    Realistically, a soldier could easily carry all of those. If weight is a factor, you MAY need to pick between Medkits or Vests (Those are the only two that could be heavy enough to make a difference), but from a gameplay perspective, it not only simplifies things, but makes how you equip your troops an important choice.

    Also, I assume that the armies of the world are waging their own war against the Alien Menace. They're keeping the best soldiers to themselves, unless you do them a favor and they hand one over to you. So what you get is promising recruits, since each nation wants to keep it's elites to guard it's own borders.

    Concerning AI assistance, one could imagine that the local troops are elsewhere, perhaps keeping the conflict contained while Xcom lands in the center of the whole mess.

    I personally have an idea where you can unlock "Tactical Support" options for certain nations. Some Examples

    Big Brother: You start with a full view of the map (as in, the layout, not the location of enemies, several Cameras, and a rundown of the Enemy force.

    We Have Reserves: Certain parts of the map will be held by AI controlled allies, usually a few riflemen and a Machine Gun nest.

    Call Down the Thunder: Local artillery support is available. You can call in an Artillery Strike.

    Local Hospitals: Well Equipped local hospitals can help soldiers wounded during a mission, reducing recovery times.
    Quote Originally Posted by Dsurion View Post
    I don't know if you've noticed, but pretty much everything BRC posts is full of awesome.
    Quote Originally Posted by chiasaur11 View Post
    So, Astronaut, War Hero, or hideous Mantis Man, hop to it! The future of humanity is in your capable hands and or terrifying organic scythes.
    My Homebrew:Synchronized Swordsmen,Dual Daggers,The Doctor,The Preacher,The Brawler
    [/Center]

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