Author Topic: XCOM: Enemy Unknown (2012)  (Read 42908 times)

Offline keith.lamothe

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Re: XCOM: Enemy Unknown (2012)
« Reply #150 on: October 12, 2012, 04:16:08 pm »
The more I think of this game, the more I think my first question is going to be "Nevermind these popguns, where're my Heavy Bolters and Thunder Hammers?"
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Offline Lancefighter

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Re: XCOM: Enemy Unknown (2012)
« Reply #151 on: October 12, 2012, 04:22:31 pm »
there is some sort of weapons progression - conventional -> laser -> plasma -> allygun?? ->
And I probably should make more of an effort to capture aliens, their research credits thing is hugely awesome.

I probably, retrospectively, shouldve spent the time researching titan armor instead of relying on my carapace armor..

Bonus pic: http://steamcommunity.com/sharedfiles/filedetails/?id=102308335
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Offline keith.lamothe

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Re: XCOM: Enemy Unknown (2012)
« Reply #152 on: October 12, 2012, 04:28:28 pm »
It's not so much the progression, just the feeling that I'm going to want to deploy troops with epic levels in badass, beyond those squishy normal human dudes ;)  You know, the sort that make the aliens wonder if this was really such a good idea.
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Offline Lancefighter

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Re: XCOM: Enemy Unknown (2012)
« Reply #153 on: October 12, 2012, 04:46:37 pm »
Oh - For a while, well trained carapace/laser armed soldiers kept up really well with the aliens. They easily were stronger than sectoids and thin men and floaters, and did decently against the alien heavy thing. Then the aliens started terror missions. They kept up ok with terror missions. Then suddenly you get giant spinny things of doom, and you start crying yourself to sleep.

I can only assume if i had gotten titan armor instead of messing around with plasma research and fighter tech, that fight wouldve went so much better.. :\
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Offline keith.lamothe

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Re: XCOM: Enemy Unknown (2012)
« Reply #154 on: October 12, 2012, 05:10:02 pm »
Then suddenly you get giant spinny things of doom, and you start crying yourself to sleep.
Yea, that's where the 8+ foot-tall dude with a giant hammer helps out.
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Offline Wanderer

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Re: XCOM: Enemy Unknown (2012)
« Reply #155 on: October 13, 2012, 05:32:01 am »
Then suddenly you get giant spinny things of doom, and you start crying yourself to sleep.
Yea, that's where the 8+ foot-tall dude with a giant hammer helps out.

Thor wins.
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Offline keith.lamothe

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Re: XCOM: Enemy Unknown (2012)
« Reply #156 on: October 13, 2012, 09:17:16 am »
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Offline Wanderer

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Re: XCOM: Enemy Unknown (2012)
« Reply #157 on: October 14, 2012, 05:35:27 am »
Due to the other thread, I figured I'd drop a line here...

The interface problems I was constantly facing have been almost completely subdued by the patch.  I hate being a beta tester after I've paid for things without warning, but this has improved my enjoyment of the game five fold.  There are still odd choices from my perspective, but not having to fight the interface has made it go from 'what the hell were you thinking' to 'Oh, I getcha...'
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Offline keith.lamothe

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Re: XCOM: Enemy Unknown (2012)
« Reply #158 on: October 14, 2012, 09:16:23 am »
Yea, I wait a while after releases to avoid the stealth-beta effect too.  Not that I dislike beta testing, but I find that playing a game for testing tends to diminish its impact on me once it's done.

Glad to hear they're making progress, I'm looking forward to playing this one once it goes on sale come November/December sales :)
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Offline madcow

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Re: XCOM: Enemy Unknown (2012)
« Reply #159 on: October 15, 2012, 10:53:59 am »
Based on what I've seen/read, I think the biggest part of xcom that I won't like is that soldiers get classes randomly rather than letting you assign them. Seems like you might get heavy in a particular class you don't want.

The abductions concept is weird as well. It would make sense if they let you make secondary/tertiary teams to deal with them. They would be underequiped compared to your primary team, so there's still that risk of failure and needing to assign where the primary team goes.

I guess modding could fix at least the class assigning issue - which is the one that seems more likely to bother me. Though if I get this it'll be on console, so that won't do me any good!

Offline Lancefighter

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Re: XCOM: Enemy Unknown (2012)
« Reply #160 on: October 15, 2012, 11:42:05 am »
There actually is a hidden setting in the files to allow interception of abduction/terror UFOs...
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Offline keith.lamothe

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Re: XCOM: Enemy Unknown (2012)
« Reply #161 on: October 15, 2012, 12:07:09 pm »
There actually is a hidden setting in the files to allow interception of abduction/terror UFOs...
Good to know, thanks :)
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Offline Wanderer

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Re: XCOM: Enemy Unknown (2012)
« Reply #162 on: October 15, 2012, 12:28:27 pm »
There actually is a hidden setting in the files to allow interception of abduction/terror UFOs...
Good to know, thanks :)

I may be turning that on.  I get it early when you've got no sat coverage, but later it's a bit silly.
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Offline Lancefighter

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Re: XCOM: Enemy Unknown (2012)
« Reply #163 on: October 15, 2012, 04:07:27 pm »
Keep in mind - Each missed ufo is also two panic! (and you need to edit the exe to do it)

Xcom nexus is already live, and has all of 9 mods, but most of them are exe edits (and thus not compatible without manual effort). Its not really that much manual effort, granted.

The biggest thing for me was that recruited soldiers have more hp than the ones you start with. At the moment I am pretty sure its a bug, but its really annoying.

Anyway, on the subject of xcom - I am really interested in trying out the original xcom. Is it worth trying to get it, and playing the original? Or is there a faithful remake somewhere I should play?
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Offline Echo35

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Re: XCOM: Enemy Unknown (2012)
« Reply #164 on: October 15, 2012, 04:09:17 pm »
Anyway, on the subject of xcom - I am really interested in trying out the original xcom. Is it worth trying to get it, and playing the original? Or is there a faithful remake somewhere I should play?

You can get it on Steam and it automatically sets up DOSBox and the like and makes it a nice one click run, no messing around. There's also Xenonauts (Which is soon to be in Beta) that's probably the most accurate remake of the original I've yet played. http://www.xenonauts.com/