XCOM : Enemy Unknown - by Firaxis Games - Thread

It also explains why you get poor percentages at close range; the target may be moving transversally, making it hard to swing the gun round fast enough while still maintaining accuracy.
 
There are a crazy amount of bugs.

Also today I went to the forums and discovered a few things. Chrysalids cannot be flanked, have -50% chance to take crit damage, -10% chance to be hit, and have no penalties for not being in cover. So in other words they ignore all the rules for normal units...

This kind of design cheeses me off somewhat. You make a game with mechanics like flanking, and you make flanking kind of required to succeed. Then you throw in targets who ignore the mechanics you just made, and don't provide an alternate means to succeed.

.

I am of the opposite view when it comes to Chrysalids. I like the diverse nature of the units, forcing you to use different tactics vs these guys rather than say, mutons.

You have listed a lot of their strengths (which are valid) but some of those also double as weaknesses.

For starters, when you discover them, they move right towards you instead of away (mostly) so you can abuse this with overwatched guys. Additionally, since they don't use cover, they dont benefit from cover so are always sitting ducks for reaction/overwatch fire.

Snipers in overwatch w/double tap destroy them, Supports with Sentinel in overwatch destroy them. Assaults with that ability to shoot within 4 tiles for free (forgot the name) are also great. Your Assaults with decent armor and (possibly) chitin plating can soak some hits too.

Your guys also don't also have to be in cover to shoot them since they are melee only and you cant be flanked by them.

Theres probably a bunch of other tactics you can use as well involving rockets and nades, but I dont use those too often so I cant comment on that.




Also, just to echo the above 4 comments - turn based combat games only approximate what would be happening in a real time scenario, just because you are close to someone they could be moving rapidly and still be hard to hit - thats why the shotgun type weapons in the game are best used close range :cool:
 
I've noticed a very annoying bug, for some reason it doesn't always show all your save games, or shows them out of order (so the latest one is not necessarily the one at the top of the list).
 
Major Doh! moment last night - I'd been playing away on Classic, losing country after country, and wondering when the option to build new bases for interceptors would come up - I assumed there was some kind of research required first.

Then I realised you just had to buy them via the hangar. Needless to say, restart required :)
 
Major Doh! moment last night - I'd been playing away on Classic, losing country after country, and wondering when the option to build new bases for interceptors would come up - I assumed there was some kind of research required first.

Then I realised you just had to buy them via the hangar. Needless to say, restart required :)

So that's how you do it!

THANK YOU! :D:D:D:D
 
Installed this last night.

managed to get about 10 minutes in lol. Seems pretty good on first impressions.

Not played the first myself so I think this will be a winner for me!

How long is it, out of interest? And what is ironman mode?
 
It also explains why you get poor percentages at close range; the target may be moving transversally, making it hard to swing the gun round fast enough while still maintaining accuracy.

You can't always explain it like that, and I'll tell you why. Overwatch.

Sometimes the game will decide to put an alien into overwatch, without moving it at all. You can, in your turn, move right next to him, and still have a good chance to miss (with a rifle at least, think you get better close range bonuses with shotgun).

I'll tell you what this makes me feel. It's less a combat sim, and more a "rock/paper/scissors" game. Rifles at close range are often non-lethal, and a shotgun at any more than a few squares distance will almost always miss.

So you can't have a squad, as you would in real life, all using assault rifles.

And in situations where getting close isn't an option, you'll never have enough firepower with rifles alone. So without grenades or heavies, a ranged firefight is a losing proposition.

That's part of what dismays me. In UFO you could play whatever way suited you and the situation best. You could have long range rifle exchanges. You could flank. You could creep forwards. You could blast the whole place with rockets and demo charges. You could launch a 14 rookie charge!

In XCom:EU, you have this rock/paper/scissors approach where the choice you have is really diminished. If you don't have the right classes on every mission - if you have 4 rookies, for instance - you're boned.

Playing in Iron man losing my squad does happen. And from the moment it happens, I'm boned, because I don't have the necessary classes to play rock/paper/scissors anymore.
 
Installed this last night.

managed to get about 10 minutes in lol. Seems pretty good on first impressions.

Not played the first myself so I think this will be a winner for me!

How long is it, out of interest? And what is ironman mode?

A good 30 hours to finish it for me on normal mode. Ironman means it constantly autosaves your game and you cannot load from an older save. All decisions therefore are final and you must suffer the consequences of a mission going badly :D
 
To me this game plays like Faster Than Light. Sometimes it will just randomly kick you in the balls but that's what makes it fun. That sometimes even with the best planning things will just go wrong and you have to plan around it. The one thing that really does bother me is the random classes. It seems silly considering that what FoxEye says about needing class variation is so true. I've had some missions that were made so much harder because I didn't have any of the right class since they were injured or killed and you then have to pick random rookies and hope you get the right one.

I suppose early on I should have trained more rookies rather then constantly using the same experienced squad.
 
I always try to cycle rookies in to my teams from the get go, but hard wipes in mid-May still quickly tear the backbone out of my X-Com roster. Still keep coming back for more though.

My main beef with the game at the moment is map variation, or rather lack of.
 
My only major annoyance so far is not being able to pick up injured squad members kit!
I gave my support chap a medi-pack and he was shot and critcally injured early on, the message came up that he could be saved if someone had a medi-pack..... could I get any other squad member to go through his backpack or trouser pockets to get back the medi pack I knew he had? could I heck :rolleyes:
They all stood round him and watched him die slowly......... The load out sucks compared to what you could carry in the original.
 
Well... This is harder than expected, lol.

Started on hard difficulty hoping for a challenge. Had to out it down to normal after wiping at least 3 times.

Might even have to go down to easy!
 
So, after completing Normal last night I decided to start Ironman Classic today. I've just got the carapace armor and floaters have appeared. Must say, I'm really enjoying it, I was going to take a break before coming back but I've just spent 3 hours playing it.

Lost 2 guys so far, Ironman really makes the recruits available from missions a worthwhile choice. On my last play through I'd just restart which meant I ended up with the same 6 I started with. I can actually see me taking a SHIV now too. 3 satellites up across different continents.
 
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