Results 91 to 120 of 136
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2013-07-23, 06:25 PM (ISO 8601)
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- Mar 2009
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- San Francisco
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Re: Crash course in XCom: Enemy Unknown?
You're forgetting that everything starting with Mutons has built in defense. Muton elites have 30%, sectopods and ethereals have 40%iirc. Thus, a default colonel heavy shooting at a late game enemy without cover is looking at even odds at best. Against an enemy in high cover, they'll have the minimum 1% chance to hit.
You bring heavies to blow up terrain and suppress things, not for their aim. Well, at least until you get ghost armor, at which time point blank heavy plasma crits become standard.
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2013-07-23, 09:10 PM (ISO 8601)
- Join Date
- May 2006
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2013-07-24, 10:28 AM (ISO 8601)
- Join Date
- Sep 2007
- Location
- Earth... sort of.
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Re: Crash course in XCom: Enemy Unknown?
Keep in mind that they shoot twice with bulletstorm, which has dual consequences:
Two 50-50 chances means that probably at least one will hit (75% chance)
*Two* chances means that maybe both will hit, meaning there's a potential for double damage!
That said, yeah, snipers have a much higher damage potential and accuracy. But there's something to be said for, say, killing two chyrsallids with one manAvatar by K penguin. Sash by Damned1rishman.
MOVIE NIGHTS AND LETS PLAYS LIVESTREAMED
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2013-07-24, 10:32 AM (ISO 8601)
- Join Date
- May 2006
- Location
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2013-07-24, 10:47 AM (ISO 8601)
- Join Date
- Oct 2007
- Location
- Chicagoland
- Gender
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2013-07-24, 11:40 AM (ISO 8601)
- Join Date
- Feb 2011
- Location
- Minnesota
- Gender
Avatar of George the Dragon Slayer, from the upcoming Indivisible!
My Steam profile
Warriors and Wuxia, Callos_DeTerran's ToB setting
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2013-07-24, 11:59 AM (ISO 8601)
- Join Date
- Jan 2012
- Location
- Montreal
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Re: Crash course in XCom: Enemy Unknown?
I kind of wish there was more map and mission variability.
Like.. user-made maps.
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2013-07-24, 12:37 PM (ISO 8601)
- Join Date
- Mar 2009
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- San Francisco
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Re: Crash course in XCom: Enemy Unknown?
Are we comparing colonels? I was using a colonel heavy for my numbers. A colonel sniper also shoots twice. Or shoots several times against enemies without cover. On top of that, squad sight means the sniper is acting from safety, whereas the heavy, if he misses, is dead in the sights of several aliens.
A better comparison would be a shotgun assault with rapid fire. There you get two incredibly powerful shots with high accuracy at close range, but assaults are limited to a single target. The heavy gives you two strong shots with less accuracy, but can over watch better, hit multiple targets, and has explosives.
Seconding watch Beaglerush. The short version is that you position carefully so you do one spawn at a time. Use hunker down in hard cover for safety, and use grenades and flanking maneuvers to set up favorable high percentage shots for your troops.
The first mission in impossible is still a bit of a crapshoot because all rookies on a bad map can result in failing. After that, you have some squaddies, and that gives you room for error by using stuff like rockets, med kits and careful run and gun.
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2013-07-24, 12:45 PM (ISO 8601)
- Join Date
- Sep 2007
- Location
- Here
Re: Crash course in XCom: Enemy Unknown?
Thirded on watching beagle... that guy knew how to play, but it also showed exactly why I don't play on impossible, not enough patience. And seconded on wishing there was just a bit more map variety.
Avatar by Teutonic Knight
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2013-07-24, 12:56 PM (ISO 8601)
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- Feb 2009
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Re: Crash course in XCom: Enemy Unknown?
I just finished another play through on classic (my fifth game in total) and during that game I saw a map vareation I had never seen before.
It was raining. HARD. Like there were little rivers of water flowing through the streets. Sure it was just another typical parking lot + office building map but it was the little details that counted for me.
Does anyone else look around the map for the little things that you can pick up on if you look close enough? For example on one mission where an alien ship had landed (not shot down) there was a single white truck parked with the driver door open and a black smudge a few paces in front of the truck. So here is a little story of how some back woods driver sees this alien space ship landing and decides to go check it out only to get turned into a greasy stain on the forest floor.
Little things like that I find amusing.
Also, anyone else get annoyed that on VIP missions that the body guards have no weapons? Like, pull a pistol or something and just provide overwatch as thin men drop from the skys.Last edited by LordShotGun; 2013-07-24 at 12:57 PM.
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2013-07-24, 02:01 PM (ISO 8601)
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- Mar 2009
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- San Francisco
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Re: Crash course in XCom: Enemy Unknown?
I theorized that it was just that their weapons are regular sidearms that are too weak to do anything. X-com rookies are using top of the line military automatic weapons and high power pistols and they're only just strong enough to kill the weakest alien breeds. I figure that a regular sidearm that a bodyguard would carry wouldn't scratch a thin man.
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2013-07-24, 02:08 PM (ISO 8601)
- Join Date
- Feb 2011
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- Minnesota
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Re: Crash course in XCom: Enemy Unknown?
They are martial arts masters. Just see what happens if a Thin Man gets too close.
Yeah, I'm willing to bet that XCOM pistols use .30 cal bullets of some sort with a pointed tip, for better penetration than higher caliber, blunt-nosed rounds.Avatar of George the Dragon Slayer, from the upcoming Indivisible!
My Steam profile
Warriors and Wuxia, Callos_DeTerran's ToB setting
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2013-07-24, 02:52 PM (ISO 8601)
- Join Date
- Sep 2006
- Location
- Germany
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Re: Crash course in XCom: Enemy Unknown?
I really love this game, but I hate, hate, hate with a burning passion that you can't pause during the enemy round. I hate having to watch my team losing 20 times in a row. Because I'm on my impossible playthrough and savescumming as hell (and not even feeling bad for it). Classic Ironman is fine, but you'd never make me play Impossible Ironman, ever.
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2013-07-24, 06:45 PM (ISO 8601)
- Join Date
- May 2006
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Re: Crash course in XCom: Enemy Unknown?
So I failed Operation Enduring Light or whatever with only 1 squadmember alive. But it was my B string so I figured I'd press on with the game and just eat the loss. I'm doing amazingly well in the long game portion with the satellites and whatnot. They offer me the mission again and my A team is online (-the sniper with squadsight and the support with bonus move). It starts fine, until one of my heavies misses with his rocket and only kills 2 of the 4 thin men who proceed to wreck up my team before someone uncrosses their eyes and drops them.
So we're beat up but trucking. Then they beam in two mutons. Thin men spawn. Someone's going to die this turn and there is not much I can do about it. I manage to kill 1 muton with no thin men in sight (but they're lurking...). End the turn...
AND TWO MORE MUTONS TELEPORT IN IN FLANKING POSITIONS AND BUTCHER MY SQUAD.
So now my B team is dead, and so is my A team, and that's it for this play-through (I have 3 dudes on the bench), and why do I keep doing this to myself. I get a hankering to play, but I can't just play it again. I've beaten it once. So I play Ironman. I do well for a while, get so completely abused that I give up. 3 months later.... I go back to it. Its like an abusive husband.
Fun fact to know and share, rebooting your tower before the AI finishes its turn prevents the game from saving. Which I discovered when I rage-quit earlier today. But I couldnt reach it fast enough the second time, so everyone died..
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2013-07-24, 06:58 PM (ISO 8601)
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- Mar 2009
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- San Francisco
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Re: Crash course in XCom: Enemy Unknown?
I need to give a great big thank you to this thread. I've done several ironman runs, but I had forgotten that I had an ongoing ironman impossible run that I'd left off several months ago. Reading about it got me to go back to it, and I just successfully finished my ironman impossible run.
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2013-07-24, 07:56 PM (ISO 8601)
- Join Date
- Sep 2008
Re: Crash course in XCom: Enemy Unknown?
So I been running around in classic. I have to say Laser weapons are a great stopgap (like in the classic game), but having to reload did put a downer on that bit. That said, I cleared the Alien Base with only 4 men.
EDIT: I keep running into that bug where your interface freeze when you try to do too many things at once. I need to remind myself to pace these things.Last edited by Grif; 2013-07-24 at 11:31 PM.
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2013-07-25, 08:45 AM (ISO 8601)
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- Mar 2006
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Re: Crash course in XCom: Enemy Unknown?
I got irritated when one of your first VIPs (the Chinese Triad guy who becomes an XCOM agent) gives a sectoid a new cranial shunt without any effort and then throws his pistol away right before you start your mission to extract him. "Uh, sir, you might wanna keep that."
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2013-07-26, 12:20 PM (ISO 8601)
- Join Date
- Jan 2008
- Location
- Star Road, not Star Way
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Re: Crash course in XCom: Enemy Unknown?
Fellow XCOM commanders, I have a question:
Is there such a thing as too many engineers.
I have like, 33 of them or something. Everything's practically dirt cheap, but I would like some scientists to help speed up research.you know that I'm more than just a doll do you?-Geno
Add me on Steam!
Spoilerby Thecrimsonmage and By Shades of Gray by Akrim.elf
and current made by me.
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2013-07-26, 12:41 PM (ISO 8601)
- Join Date
- Apr 2008
Re: Crash course in XCom: Enemy Unknown?
Remember how I was wishing for the peace of oblivion a minute ago?
Yeah. That hasn't exactly changed with more knowledge of the situation. -Security Chief Victor Jones, formerly of the UESC Marathon.
X-Com avatar by BRC. He's good folks.
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2013-07-26, 12:43 PM (ISO 8601)
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- Sep 2006
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- Germany
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Re: Crash course in XCom: Enemy Unknown?
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2013-07-26, 01:12 PM (ISO 8601)
- Join Date
- Jan 2006
- Location
- Esslingen, Germany
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Re: Crash course in XCom: Enemy Unknown?
If you didn't have this many engineers, you wouldn't have the money to build whatever your scientists might have researched. Better to have the money.
This signature is boring. The stuff I write might not be. Warning: Ponies.
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2013-07-26, 04:43 PM (ISO 8601)
- Join Date
- Sep 2007
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- Earth... sort of.
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Re: Crash course in XCom: Enemy Unknown?
There's no such thing as too many engineers. Of course, there *is* such a thing as not-enough everything else.
Avatar by K penguin. Sash by Damned1rishman.
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2013-07-26, 05:03 PM (ISO 8601)
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- Mar 2009
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- San Francisco
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Re: Crash course in XCom: Enemy Unknown?
Realistically, the question is where the issue is coming up. Are you deciding where to launch your last couple satellites and deciding between an extra couple scientists vs. an extra couple engineers? If so, just take whichever setup gives you the most money.
If you've got an abduction and you're picking between scientists and engineers...you still should take the money or the new recruit instead.
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2013-07-26, 05:20 PM (ISO 8601)
- Join Date
- Aug 2007
- Location
- Imagination Land
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Re: Crash course in XCom: Enemy Unknown?
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2013-07-27, 05:12 PM (ISO 8601)
- Join Date
- Jul 2007
- Location
- Savannah, GA
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Re: Crash course in XCom: Enemy Unknown?
~sighs~ I blame you guys! ~starts playing XCOM again~ I had been able to put it down and not play it for a while.
~GRINS~
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2013-07-27, 11:15 PM (ISO 8601)
- Join Date
- Sep 2007
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- Earth... sort of.
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Re: Crash course in XCom: Enemy Unknown?
Avatar by K penguin. Sash by Damned1rishman.
MOVIE NIGHTS AND LETS PLAYS LIVESTREAMED
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2013-07-28, 12:28 AM (ISO 8601)
- Join Date
- Sep 2008
Re: Crash course in XCom: Enemy Unknown?
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2013-07-28, 02:43 AM (ISO 8601)
- Join Date
- Jul 2008
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- Poland
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Re: Crash course in XCom: Enemy Unknown?
You can play Apocalypse in turns, like classic X-Com, but it's very cumbersome and some things don't work like they should (for example: base defense turrets absolutely murder enemies in real-time play, but they don't work at all in turn-based play). Since the game has an active pause, I see no reason not to play it in real time.
Siela Tempo by the talented Kasanip. Tengu by myself.
Spoiler
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2013-07-28, 08:56 AM (ISO 8601)
- Join Date
- Sep 2007
- Location
- Earth... sort of.
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Re: Crash course in XCom: Enemy Unknown?
Having actually played it, yes, this is completely true. (I'm currently on Week 3, Normal difficulty, and probably heading for a defeat. Disrupter Rifles are becoming the weapon of choice for my enemies, but I haven't finished researching them, and my advanced laboratories both still have a few more days to go, so I think I'm losing the science race. I'm certainly losing a lot of men- those rifles pack a punch! I'm constantly strapped for cash, so I've abandoned all hope of stopping UFOs and now just show up right afterwards to clean up the mess.)
I noticed that the "Taken over by aliens" mark is actually at 50%. Why is this? Is there any reason I should care whether an organization is at 60 percent vs 90%, if they're both "Taken over?" Can I reclaim an organization for humanity?
Also, if an organization is worthless and weak, should I bother protecting it from aliens? I mean, yeah, Megapol and Marsec sell me weapons, so staying on their side is good, but what about, say, the Technocrats, who provide nothing? Is there a disadvantage to them being evil? Do the aliens get more powerful with more support?Last edited by shadow_archmagi; 2013-07-28 at 10:52 AM.
Avatar by K penguin. Sash by Damned1rishman.
MOVIE NIGHTS AND LETS PLAYS LIVESTREAMED
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2013-07-28, 10:00 AM (ISO 8601)
- Join Date
- Jul 2008
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- Poland
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Re: Crash course in XCom: Enemy Unknown?
Believe it or not, the best way to stop big UFOs in earlygame is spamming loads of those cheap, tiny hoverbikes. They deal very low damage individually no matter what weapons you give them, but they are good at dodging and if you have many of them the damage stacks up quickly. Just make sure to order any of them that got hit and survived to retreat.
Siela Tempo by the talented Kasanip. Tengu by myself.
Spoiler