Author Topic: XCOM: Enemy Unknown (2012)  (Read 42898 times)

Offline Wanderer

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Re: XCOM: Enemy Unknown (2012)
« Reply #165 on: October 15, 2012, 06:10:58 pm »
So, just finshed the first round of XCom: EU on Normal.  Not exactly the best in storylines but I've heard worse.

So, what to expect if you pick this up. 
1) Don't rush the main mission unless you're confident about the last few fights.  Each time you push it forward you also push up the difficulty of the fights from then on.  There are certain points you can stall it (usually you need to build a base structure or capture something specific).  You want to do this (within reason) unless you're on Normal or Easy.

2) There's no significant 'escalation' of events.  You never end up in that 'oh my god it's going too fast!!!' feeling.  The race is completely based on the panic timers and forced 'choices' by the abduction missions.

3) On Normal, I was able to keep all the countries under extreme panic, but it was a near thing a few times.  On Classic, you're simply going to lose a few, period.

4) Research is VERY limited.  Concentrate on Engineers, not researchers.  That reduction in price is worth 10 fold of what some faster research will get you.  I wasn't even trying to kill the tech tree and I blew past it.  It's all about the Benjamins (Engineers reduce price and material usage).

5) Missions basically come in one of five forms.
Kill EVERYTHING: normal mission.  UFO crashes, Abduction Missions, etc.  You vs. them, KEEEL.
Bomb Site: Timed mission to keep you moving towards a flag, which you then defend from a final spawn.  Not usually overly difficult as long as you don't over-extend.
Gauntlet: Really, they're base missions, but it's a gauntlet run.  Not all that particularly different from Kill everything but flanking maneuvers are very limited and usually you're chokepointed multiple times.
Terror Missions: These are easy to fail early on, after that it's more a race to see who gets to the civvies first without throwing your troops into the middle of 3+ Cryssallids who will do significant damage to you even in Titan armor if they get first punch.
VIP: These are very rare.  Run across the map, kill everything, then double check, then 'tap' the VIP who's safe until then, and guard him back to the extraction zone.

6)The inventory system works well enough.  You lack rediculous customization of your backpacks and everyone doesn't get a medkit anymore but it does keep things moving, instead of spending an hour or two gearing up for a single mission.

7) Mission times: About 20-30 minutes a piece.  My average match was 11.6 turns apparently, and the middle of the mission usually turns into a 100 meter dash as you cross the center of the map to get the guys in the OTHER corner.  I'd say Normal game length was about 40-50 missions long without being a completionist.  The first few missions take a while simply because you need to get used to the controls, and later on your guys have more abilities available.  My first Colonel was a sniper who could double-tap anything across the map that the squad could see... so things sped up a LOT at that point, if I could get him a decent vantage point.

8) World Coverage: The satellites are there as much, or more so, as one-shot panic reducers as they are for ship detection.  You don't get many ships detected, maybe 1/month, even when you have the 'ultra-detection array' from the storyline... slightly hidden for spoilerage.  For perfect build you end up needing 4 Sat Nexus with the special Sat Nexus in the center in a cross to get all 16 sats up.

9) Game Pacing: The game is better paced in the beginning than it is at the end.  I was rushing the storyline and was willing to take reasonable losses on any mission.  At the beginning, it's a good struggle, nice tactical/strategical challenges.  Near the end it's a game of one-shots, as 90% of the enemies critical like mad, but so do you with your 'big guns'.  Pistols and off-weapons get nearly useless as you get closer to the end, though it's not usually too hard to get even the biggest of critters into taser range for a live interrogation.  The closer you get to the end, the more cagey you need to get to make sure you're the first one to fire.  Alpha strike rules.

Troops:
Favorite unit composition: 2xAssault with Ghost armor, 2x Sniper with skeletal/ghost (gets them to rooves) or titan, one heavy in titan, one support in psi-armor.  Go medic with support, go gun-happy with the heavy.

Psi-powers were really powerful in the first game, in this one they're so-so.  I made use of them but the real ability you want, the one that disconnects a friendly from an enemy's mind control, isn't there.  The Mind-hack is the first power you get and the one you'd use the most often.  It's best on snipers usually so they have an alternate to the pistol, and assault with defensive skills lets you defensively back them up with each other while popping things around corners.  Support however is the medic, and he's usually the one in odd positions where his defensive psi-positions can help protect the guy he just healed, as usually that's the guy that's deep in the crap.

In most missions your 6 troops will end up facing off against 8-20 aliens.  However, at least in Normal and what I saw of classic, NOONE brought a frickin' radio.  Until you 'awaken' a particular spawn of aliens, they just keep doing their thing, whatever it was.  You end up purposely going very slowly, waking only one group of aliens at a time.  They travel in groups of 2 to 4.  Those aliens will attempt to flank/get cover/etc.  Also, they get a free move to run for cover anytime you uncover them, unless cloaked in a ghost suit (max 1 turn before discovered, even if you recloak) or detected via the scanner from the snipers, who are usually way the hell in the back.  All of that 'open doors quietly' crap is useless.  Go loud.  The only time I used it was because the cover was better at the doorway.

The robotic troops (S.H.I.V.s in this version) suck, as usual.  They probably beat out rookie/squaddies but that's about it.  The hover DOES make a decent scout for a heavy sniper team with squad sight though, it just doesn't last long.
... and then we'll have cake.

Offline keith.lamothe

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Re: XCOM: Enemy Unknown (2012)
« Reply #166 on: October 15, 2012, 06:17:33 pm »
Cool, thanks for the info :)  In general, encouraging, and good for defusing some expectations I might otherwise carry in with me.
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Offline Aklyon

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Re: XCOM: Enemy Unknown (2012)
« Reply #167 on: October 15, 2012, 08:41:08 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/
Not everyone agrees on whether or not the Steam X-Com dosbox works well or not though, and X-ComUtil may or may not work with it, though theres more places to get it if you want to anyway, I think GoG has it as well, or somewhere like that.

Offline keith.lamothe

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Re: XCOM: Enemy Unknown (2012)
« Reply #168 on: October 15, 2012, 09:25:30 pm »
GoG didn't give me any responses on searches for xcom or some variants.

It's my first place to check when I want it old and compatible.

I have the original on steam, played it a bit around when I got that copy, didn't see any problems, but that's not much of a test.
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Offline Lancefighter

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Re: XCOM: Enemy Unknown (2012)
« Reply #169 on: October 15, 2012, 09:36:28 pm »
I'm somewhat competent with actually using dosbox, so if thats the best option, I can likely do that myself >_>
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Offline Kahuna

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Re: XCOM: Enemy Unknown (2012)
« Reply #170 on: October 18, 2012, 02:30:58 pm »
Awesome game and actually feels like X-COM. But.. Difficulty levels > normal aren't just hard. They're cheap hard. The aliens always 1 shot my soldiers from 2 screens away even when I put them in full cover. And no my soldiers weren't flanked. So the cover doesn't actually protect. It only makes enemies less likely to hit. The only way to make (quite) sure my soldiers survive is to use the hunker-down ability. Then the aliens "only" take half of my soldiers health.

This doesn't happen on normal difficulty. The answer to why this doesn't happen on normal difficulty can be found in "C:\Program Files (x86)\Steam\steamapps\common\XCom-Enemy-Unknown\XComGame\Config\DefaultGameCore.ini".

normal sectoid:
BalanceMods_Normal=(eType=eChar_Sectoid,         iDamage=0, iCritHit=0,iAim=0,iDefense=0,iHP=0, iMobility=0,iWill=0)
vs
classic sectoid:
BalanceMods_Classic=(eType=eChar_Sectoid,         iDamage=0,iCritHit=10,iAim=10,iDefense=0,iHP=1, iMobility=0,iWill=0)
Aliens get critical, aim and health bonuses.

Also:
BalanceMods_Classic=(eType=eChar_Soldier,         iDamage=0,iCritHit=0, iAim=0, iDefense=0,iHP=-2, iMobility=0,iWill=0)
X-COM soldiers get disadvantages. No wonder they either 1 shot my soldiers or leave them at ~1 health.

AI sends a Hunter/Killer in every wave and the player gets a -50% handicap.

I'm going to mod the "DefaultGameCore.ini" file so it isn't cheap hard. There's already more aliens on higher difficulties, more panic etc. That's okay. Making enemies 1 shot me is stupid.
set /A diff=10
if %diff%==max (
   set /A me=:)
) else (
   set /A me=SadPanda
)
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echo 2592 hours of AI War and counting!
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Offline Wanderer

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Re: XCOM: Enemy Unknown (2012)
« Reply #171 on: October 18, 2012, 02:42:44 pm »
That would help explain why I'm feeling a little cheapened by the classic mode... enough that I stepped away to play something else while I'm brainfried on cold-meds.  It does push you into needing armor faster but I'm going through rookies like cookie goes through sweets.  Even my sniper's taken a few on the chin, and he's got squadsight and is sitting up on a hill in the back of nowehere.
... and then we'll have cake.

Offline Mánagarmr

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Re: XCOM: Enemy Unknown (2012)
« Reply #172 on: October 18, 2012, 02:46:55 pm »
Yeah, the accuracy bonus on Classic is honestly a bother, as I like the increased AI intelligence you get with Classic mode. I'm using a balance mod to take that bonus out atm.
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Offline keith.lamothe

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Re: XCOM: Enemy Unknown (2012)
« Reply #173 on: October 18, 2012, 02:48:51 pm »
Yea, I think it's generally better when unit stats stay constant, and difficulty sticks it to you some other way.
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Offline Mánagarmr

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Re: XCOM: Enemy Unknown (2012)
« Reply #174 on: October 18, 2012, 03:18:09 pm »
I should perhaps clarify, I'm not so much against a slight accuracy boost on Classic/Impossible, but combined with a Crit bonus, it gets ridiculus really fast.
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Offline Lancefighter

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Re: XCOM: Enemy Unknown (2012)
« Reply #175 on: October 18, 2012, 04:19:02 pm »
Important note - if you dont actually edit the resource in the exe, it wont mean anything.
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Offline zebramatt

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Re: XCOM: Enemy Unknown (2012)
« Reply #176 on: October 18, 2012, 05:07:17 pm »
Moonshine, what mod are you using?

Offline eRe4s3r

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Re: XCOM: Enemy Unknown (2012)
« Reply #177 on: October 18, 2012, 05:12:11 pm »
I just wish there was a mod than turned Jagged Alliance 2 into a XCOM game, that has a far superior, in every way, tactical combat system.
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Offline Kahuna

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Re: XCOM: Enemy Unknown (2012)
« Reply #178 on: October 19, 2012, 03:33:02 am »
« Last Edit: October 19, 2012, 03:34:48 am by Kahuna »
set /A diff=10
if %diff%==max (
   set /A me=:)
) else (
   set /A me=SadPanda
)
echo Check out my AI War strategy guide and find your inner Super Cat!
echo 2592 hours of AI War and counting!
echo Kahuna matata!

Offline Mánagarmr

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Re: XCOM: Enemy Unknown (2012)
« Reply #179 on: October 19, 2012, 08:48:53 am »
I can't link it now, I'm at work and don't have the link. The mod is called something like "Classic balance and abduction UFOs reenabled". You can find it on the 2k forums, I you are interested. I even think it was linked earlier in this thread.
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