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Posted: Thu, 11th Oct 2012 09:11 Post subject: |
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AnarchoS wrote: | VonMisk wrote: | I don't really like it. I might change my mind about it because 1) I didn't play too long 2) I probably just suck.
But so far and based on my previous experience with TBS like JA/JA2, X-COM's, SS it's just sub par to them. Solid for a console turn based game but mediocre for me.
I'm playing it in "proper way" - Classic dif, Ironman.
Pros:
- It's good looking, nothing fancy but it's ok.
- You don't have to look for that last enemy for half an hour.
- It has nice music.
- I like that people in the base have some personality.
- You can fail your game in about one hour.
- It forces you to make some decisions that might look ok on short terms but might make you fail later on.
- Soldiers can get PTSD.
Cons:
- You have only one base.
- There's almost no strategy part. It's just choosing between a few options.
- The loadout of your soldiers is just too simple. "No rookie you are not qualified to use shotgun or any other weapon." You can't have a grenade and a scope at the same time because of design decisions. I don't like the fact that you are so limited in this aspect - I can't forfeit a handgun for additional grenade and so on.
- Half cover is just useless - 75% of the time you will get shot if you use it. So only full cover becomes viable.
- Range doesn't affect accurancy. It's the same for long and medium range. It startes to change when your soldier is close enough to dickslap an alien.
- Grenade deal only 3 damage to an alien but can destroy metal wall.
- Some issues with shooting through walls (see my previous post)
- You are limited to one mission at a time and you can send only one interceptor even if you have 3 in your base.
- I can't stun enemy take his body and fly off. Due to design decisions I can't scavenge weapons and escape the mission. I don't know if I can retreat from mission but some mission - escort is basically - make it or die trying.
- There is no free aim. I can't target anything except enemy. (But I understand that it's because with no ammo you could easly oblitared everything in your path).
- I can't cripple enemies. If I hit him and he have only one 1HP he is just as fit to fight as with full health. The same goes for my soldiers (I don't count will).
- You will never ambush an enemy.
- Some issues with aiming and perception of hitting an enemy - but it's connected with shooting animations - so you have situations where you small chance to hit the enemy due to his cover (25% hit chance) but when you choose to shoot your soldiers align himself in straight line without any obstacles torward the alien.
- I can't take cover diagonally.
As I said in my opinion it's solid game in it's territory (console tbs) but it's more of Bear Gryll's situation - when there's no water to be found the piss tastes like best champagne. (That's my opinion about the score it gets in press).
And as I said I might change my mind later when I played it longer. Maybe it's better on Normal difficulty because I'm just derp. |
No u re right its a console dumbed down version of UFO: Enemy Unknown. I agree with u 100%. Your not a derp. People that played the original wont like this game. |
Speak for yourself. I play both the originals (I dont count Apoc as original) every year. And I like this game too.
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Peef
Posts: 388
Location: Belgium
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Posted: Thu, 11th Oct 2012 09:22 Post subject: |
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I played both too and like this one as well, just a bit too fancy and even without glam cam and 3rd person I suffer from the camera shaking and the rotations in the base building ...
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Posted: Thu, 11th Oct 2012 09:43 Post subject: |
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AnarchoS wrote: | VonMisk wrote: | I don't really like it. I might change my mind about it because 1) I didn't play too long 2) I probably just suck.
But so far and based on my previous experience with TBS like JA/JA2, X-COM's, SS it's just sub par to them. Solid for a console turn based game but mediocre for me.
I'm playing it in "proper way" - Classic dif, Ironman.
Pros:
- It's good looking, nothing fancy but it's ok.
- You don't have to look for that last enemy for half an hour.
- It has nice music.
- I like that people in the base have some personality.
- You can fail your game in about one hour.
- It forces you to make some decisions that might look ok on short terms but might make you fail later on.
- Soldiers can get PTSD.
Cons:
- You have only one base.
- There's almost no strategy part. It's just choosing between a few options.
- The loadout of your soldiers is just too simple. "No rookie you are not qualified to use shotgun or any other weapon." You can't have a grenade and a scope at the same time because of design decisions. I don't like the fact that you are so limited in this aspect - I can't forfeit a handgun for additional grenade and so on.
- Half cover is just useless - 75% of the time you will get shot if you use it. So only full cover becomes viable.
- Range doesn't affect accurancy. It's the same for long and medium range. It startes to change when your soldier is close enough to dickslap an alien.
- Grenade deal only 3 damage to an alien but can destroy metal wall.
- Some issues with shooting through walls (see my previous post)
- You are limited to one mission at a time and you can send only one interceptor even if you have 3 in your base.
- I can't stun enemy take his body and fly off. Due to design decisions I can't scavenge weapons and escape the mission. I don't know if I can retreat from mission but some mission - escort is basically - make it or die trying.
- There is no free aim. I can't target anything except enemy. (But I understand that it's because with no ammo you could easly oblitared everything in your path).
- I can't cripple enemies. If I hit him and he have only one 1HP he is just as fit to fight as with full health. The same goes for my soldiers (I don't count will).
- You will never ambush an enemy.
- Some issues with aiming and perception of hitting an enemy - but it's connected with shooting animations - so you have situations where you small chance to hit the enemy due to his cover (25% hit chance) but when you choose to shoot your soldiers align himself in straight line without any obstacles torward the alien.
- I can't take cover diagonally.
As I said in my opinion it's solid game in it's territory (console tbs) but it's more of Bear Gryll's situation - when there's no water to be found the piss tastes like best champagne. (That's my opinion about the score it gets in press).
And as I said I might change my mind later when I played it longer. Maybe it's better on Normal difficulty because I'm just derp. |
No u re right its a console dumbed down version of UFO: Enemy Unknown. I agree with u 100%. Your not a derp. People that played the original wont like this game. |
played the originals, and i'm still playing them at least 1 time in 2-3 months timeframe, and my pov is that this xcom i better that all the wanna be sequels. at leat until now.
demo was shit, but i'm glad that i gave it another chance.
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Posted: Thu, 11th Oct 2012 09:47 Post subject: |
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VonMisk wrote: | Smikis. wrote: | objects are destructible , not sure how you miss that part, maybe its borked on amd card, tho i doubt that |
I took cover over solid wall, got full shield. On the opposite side was sectoid who should not see that soldier and he killed him anyway. The wall got destroyed after I smoked them with grenade. |
If you would pay attention to the game, you would realize that when you stand at the edge of a wall, even though you are in solid cover, you are still visible to the other side. How? Well.. your soldier pokes his head out every now and then to see whats on the other side.
Now if he does that, he can also be shot. The reason those shots sometimes connect through the wall, instead of when your soldier is poking his head out is only a minor visual issue and not something that has to do with the way the game is played. The shooting in cover part works as intended. High cover only gives you a +40% defense bonus, and considering the whole roll of the dice thing, even if they get only 1% to hit you, they can get lucky.. however them being aliens, i'm almost certain, that they get a way better percentage than that.
mid-late game, with plasma weaponry and max ranked soldiers I usually have 50-60% hit chances against aliens in high cover and my snipers, shooting from high ground can pretty much hit everything, no matter where it is, with 95-100% accuracy.
Also.. walls are destrucible.. even if you are not standing at the edge of one, it can be dangerous. I once had a muton berserker charge through a wall next to me 
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Posted: Thu, 11th Oct 2012 09:53 Post subject: |
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^Actually, it does ask you at some point to deploy satellite. After extraction mission, I think.
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VonMisk
Posts: 9467
Location: Hatredland
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Posted: Thu, 11th Oct 2012 09:57 Post subject: |
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csebal wrote: | VonMisk wrote: | Smikis. wrote: | objects are destructible , not sure how you miss that part, maybe its borked on amd card, tho i doubt that |
I took cover over solid wall, got full shield. On the opposite side was sectoid who should not see that soldier and he killed him anyway. The wall got destroyed after I smoked them with grenade. |
If you would pay attention to the game, you would realize that when you stand at the edge of a wall, even though you are in solid cover, you are still visible to the other side. How? Well.. your soldier pokes his head out every now and then to see whats on the other side.
Now if he does that, he can also be shot. The reason those shots sometimes connect through the wall, instead of when your soldier is poking his head out is only a minor visual issue and not something that has to do with the way the game is played. The shooting in cover part works as intended. High cover only gives you a +40% defense bonus, and considering the whole roll of the dice thing, even if they get only 1% to hit you, they can get lucky.. however them being aliens, i'm almost certain, that they get a way better percentage than that.
mid-late game, with plasma weaponry and max ranked soldiers I usually have 50-60% hit chances against aliens in high cover and my snipers, shooting from high ground can pretty much hit everything, no matter where it is, with 95-100% accuracy.
Also.. walls are destrucible.. even if you are not standing at the edge of one, it can be dangerous. I once had a muton berserker charge through a wall next to me  |
I know the thing about high cover and it's edges. The thing was that I was standing in the middle of the container wall like that:
A
------
| S
A- alien, S - soldier, - - wall
And he shouldn't see me but he did. And shoot me through that wall. Probably some bug in the game.
And as I said I didn't play long and I haven't done any fancy tactics. Just staying in cover and moving forward. No retreating, advanced flanking.
Last edited by VonMisk on Thu, 11th Oct 2012 10:00; edited 1 time in total
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Peef
Posts: 388
Location: Belgium
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Peef
Posts: 388
Location: Belgium
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Posted: Thu, 11th Oct 2012 10:37 Post subject: |
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peter980 wrote: | ^Actually, it does ask you at some point to deploy satellite. After extraction mission, I think. |
It does not teach you how important they are.
My current game I'm successful mostly because I pretty much ignored everything else in order to get a few satellites up during the first two months.. this gave me the cashflow required to build more uplinks and put up even more.
Without an income of at least 300-400 by the end of the third month, you are pretty much screwed imo, as you will be unable to keep up with the alien pressure.
Here are a few pointers though for those who want to optimize their investments:
Spoiler: |
Interrogations: Live aliens - besides allowing you to keep / research their weapons, give you research boosts in various areas when interrogated.
Autopsies: Haven't found much use for these. The only ones that gave noticeable results were some interceptor single use boosters that you can manufacture to give the interceptors better aim, evasion, speed for an interception. These might come in handy for later game, but these also require corpses to make, so if you plan on making these (you will not need them for the first 6 months or so), then save up on the corpses in question.
Clearing an alien base reduces world wide panic by quite a lot, so it might be worth doing that if things look grim. The base layout i have seen is kinda open, so there is room for snipers to operate.. I originally did not take mine as I figured they are less useful in close quarters.
Do not neglect pistols. Pistols do not need reloading and a good laser pistol can reliably take out an early game sectoid (3hp) and can even take out 4 HP enemies with a lucky shot, or severely wound them if you do not crit. Later in the game, a plasma pistol is an invaluable tool, when you are swarmed by enemies and cannot really afford the 1 turn it takes to reload.
Save ammo. If there is an enemy you can take out with the pistol, its best to switch over and kill it with that, saving the ammo for the next enemy that might come around the corner.
Arc throwers do not work on robotic enemies. Do not waste your men trying to "stun" them, like I do every 10-15 hours when I forget about this
There are a few skills in the game, that just do not seem as good on paper as they are in reality:
Bullet Storm (Heavy): The alternative to this is holographic aim. Now holo aim is sure useful, but what bullet storm actually does, it not only allows you to take another move after shooting, but in fact it allows you to take a whole action after shooting. So you can fire/move, fire/fire, fire/reload, fire/psi attack, fire/whatever with the guy. If you do not think thats useful, then you have not yet been to the later parts of the game, where there are 20ish aliens in a mission, each with 10+ HP (sometimes as much as 40) and they charge at you in groups of 3-6 at a time.
Close combat spec (assault): It might have a different name.. point is, you get a free reaction shot (even if not in overwatch) against any enemies that get within 4 tiles of you. I do not think I have to explain how useful that is against melee enemies, but even against regular ones it might come in handy.
Do not know its name, but the support has an ability that gives it +3 movement speed. That's +3 tiles / movement phase, so a total of +6 tiles / turn. That is a lot and later on it can save your skin as a good support can use the medi kit 3 times.. in fact with 2 device slots (another ability it gets at high levels), i think you can make a medic that can heal 6 times during a mission for 8hp each (also an ability).
Though personally I prefer them to capture aliens, as they can move the longest distance in a single action, thus giving them the best chance to close up with the enemy, while they can also equip 2 devices, so they can still perform their medical duties in addition of carrying an arc thrower.
A yes.. in case you were wondering, the hit chance of the arc thrower depends not only on distance from the alien, but also the health of the alien. If you want to have the best chance of stunning it, make sure it only has 1 or 2 health left.
It is somewhat dependent on playing style, but it might be wise to have at least one sniper with squad sight. It might not seem that useful early game, when you fight weak aliens from one cover to the next, but late game, when you fight 20hp aliens in groups of 3, you will really appreciate the firepower a squad sight sniper can dish out from behind the front lines. Hell.. at colonel rank, you can even pick the ability called double tap, which gives your sniper two shots. Right now, I use 2 such squad sight, double tap snipers in my squad in flying suits.. at the start of the battle I fly up high for the bonus aim and better LoS and then just rain death down on the enemies.
My best was taking out 4 20 HP mutons in one turn with these two guys, as plasma snipers when crit can one shot kill them - and they do crit a lot.
Also, squad sight on overwatch, if given a proper vantage point (say the previously mentioned flying suit) can pretty much shoot at everything that enters your squads visual range. Its amusing when 2 out of 3 enemies in a patrol die before they even have a chance to scram for cover. Amusing, but also necessary to give you a fighting chance against them.
Anyway, you generally want to give yourself abilities that give you multiple actions as those will highly increase your chances of survival late game.
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Posted: Thu, 11th Oct 2012 10:37 Post subject: |
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I'm officially putting Dishonored on halt until I finish this one.Even though it lacks many micromanagement features I just can't resist taking turn after turn.Ofc it isn't as good as the original, it's not better than Silent Storm imo (even with its bugs and the sci-fi crap later on the game) but it's still a great game.
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Posted: Thu, 11th Oct 2012 10:43 Post subject: |
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I'm fan of original game there is a lot of things that i don't like about this remake but it's fun to play.
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Posted: Thu, 11th Oct 2012 10:58 Post subject: |
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The game really grow on you. If you survive to month 3+, battles gets very intense and you have lots of options how to win.
I now have ~400 in income and things are looking ok, but i don't have all the tech i want and not as good squad as i want. That's what i really like, you are never satisfied, there is always something more you want or need. It forces you to make decisions all the time.
I was just wondering how you "calm" countries.
What steps can one do?
Give them a satellite and completing a mission in their territory, but what else?
Do the "missions" you see in the command room somehow interact with their panic lvl? Say if you complete one of the missions there the panic lvl goes down 1 all around?
Sometimes the panic lvl goes up even if i the country have a satellite, how do i get it down again. It feels like im living on the edge atm, i can only loose 2 more countries and i have like 3 who are yellow, rest are blue.
It seems to me like the game is designed this way, you will always loose say 5-6+ countries no matter what, you just need to select what countries you want to "save".
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Posted: Thu, 11th Oct 2012 12:00 Post subject: |
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Quote: | No u re right its a console dumbed down version of UFO: Enemy Unknown. I agree with u 100%. Your not a derp. People that played the original wont like this game. |
I played the original when it just came out, and then again a decade or so agao, and have played it in anticipation of this again.
The original, while a great concept and premise, is *too* micromanagy for me. I like micromanaging my base/research/engineering as much as possible (or would that be Macromanaging? ) by controling all aspects of it, and would like to have as much as possible of that (kind of like a "simbase" sort of way).
But out in the field, I feel I have enough options to deploy sufficient strategies and think the original was a bit overkill. Missions could take absolutely forever, while for me the reward was: going back to the base after a succesful mission with more money/equipment/researchpossibilities). This version strikes a better balance imo between the 2.
The only thing I wish they expanded upon was the inventory system, possibly by adding ammotypes and stuff like implants/visors to enhance vision, aiming, healing, better protection against crits. All of which to expand both the "techtree"and further enhance the classes/specialisations in the field (for instance making 1 support a pure medic, and another a mobile scout).
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Posted: Thu, 11th Oct 2012 12:45 Post subject: |
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Peef wrote: | frogster wrote: | Peef wrote: | I'm about 3 months in the game now, on classic mode (not iron man) lost some large countries already
Do have a question, I need to capture a live alien, but I always seem to end up vaporizing them
Any tip on how to capture? |
in the begining you had to reasearch a stun weapon, is one of the tutorial requirements.
build it in engineering, equip a soldier with one (on grenade slot), move next to an alien, and use it. |
ok I did skip the tutorial
so i guess I don't have the stun gun, didn't see it in engineering too :/ |
I use Assault soldiers for capturing aliens. Capture aliens inside their UFO. You can sneak behind doors and get really close around the corridors. Assault soldiers also has the lightning reflexes perk which will make sure you get close without dying. If your enemy has lots of health you might want to weaken him first. Draw him to you. Run away and set up an ambush with overwatch, then run next to him, preferably with two assault soldiers and bob's your uncle.
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Posted: Thu, 11th Oct 2012 12:51 Post subject: |
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Suppressive fire, smoke grenades and the support ability to move 3 extra tiles all come in handy when trying to stun an alien.
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Posted: Thu, 11th Oct 2012 12:54 Post subject: |
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Last edited by Interinactive on Tue, 5th Oct 2021 03:54; edited 1 time in total
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Posted: Thu, 11th Oct 2012 12:54 Post subject: |
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Started Ironman Classic a few hours ago. I think I made the right decisoin to dip into normal to learn the in and out of the game before venturing into classic. I'm currently 6 missions in and haven't lost a unit yet. Having played normal til June really gives me confident in trying new improved tactics for classic.
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Posted: Thu, 11th Oct 2012 13:11 Post subject: |
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So I spent about 4-5 hours yesterday playing this and is it just me or does it feel like the AI is cheating?
An example would be my sniper who had leveld up 4 times with a regular sniper-rifle, he had a 71% chance to hit yet he missed. Now the thin man had a plasma pistol and from the same range he managed to hit and crit me, this has happened on several occasions where my soldiers miss when it seems as if they should clearly hit. Even sometimes at point blank they've missed where the alien just took a shot and killed them. I'm playing on classic without irionman mode since saving seems to be alpha and omega in this game.
So, am I the only one who thinks the bastards are cheating or?
Also I'll have to restart due to the fuckhead tutorial not mentioning how important satellites are and I've probably gone too far not to completely fuck up. 
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Posted: Thu, 11th Oct 2012 13:13 Post subject: |
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The AI will always cheat in games where percentage "chances" are involved. At least in my experience, that is.
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Peef
Posts: 388
Location: Belgium
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Posted: Thu, 11th Oct 2012 13:24 Post subject: |
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the maps do have several bugs, I myself had a serious clipping problem, where i wanted my soldiers to move to the edge of a container, and somehow the cursor started flipping the whole time, and solders went moving down, instead of staying on the high ground
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Posted: Thu, 11th Oct 2012 13:50 Post subject: |
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Played the game...tbh the map scrolling is kinda awfull...also compared to latest xcom game (afterlife?) the customization is pretty crap...i mean afterlife was fantstic in that part..research, manufacture, customizing of weapons, training, more skills etc etc...this version is dumbed down and the only positive difference to afterlife is the combat system...rest is just beneath...i was thinking of buying the game after i pld the pirate version but now that i have no way im payin more than 10e for this game..is just stupified consolized lame version of what could have been a fantastic game...2bad:(
Rig: i7-5820k, MSI X99 Plus, Corsair 16GB DDR4:3000, Inno3d GTX 1080, Samsung 850 Pro 512GB, Corsair 850i PSU, AOC G2460PG.
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Posted: Thu, 11th Oct 2012 13:51 Post subject: |
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krell1983 wrote: | I'm fan of original game there is a lot of things that i don't like about this remake but it's fun to play. |
This! And everyone who says this isn't challenging is propably playing on easy or something. Play Classic/Impossible + Ironman and get your ass handed to you!
raven_g20 wrote: | Played the game...tbh the map scrolling is kinda awfull...also compared to latest xcom game (afterlife?) |
Afterlife is no XCOM title btw... just one of those endless clones. You could say the same about this one but compared to all those clones, this one actually is fun.
2011 - 2016 Build • Fractal Design R5 Titanium (Window) • i5-2500K @ 4,5GHz • Corsair Hydro h115i • ASRock Fatal1ty P67 Performance • 2x4Gb G.Skill Ripjaws F3-10666CL9-4GBRL • EVGA GeForce GTX 970 SSC ACX 2.0+ • Corsair RM550(W) PSU • 2x Samsung 850 Evo (120gb/500gb) •
2018 - x Build • Fractal Design Define R6 Gunmetal • Intel Core i9 9900K • Corsair H150i Pro RGB AIO • Asus ROG MAXIMUS XI HERO • 2x16Gb Corsair Dominator Platinum DDR4-3200 • EVGA GeForce GTX 970 SSC ACX 2.0+ • Corsair HX850i PSU • 1x Samsung 970 Evo M.2, 1x Samsung 860 Evo SATA, 1x Samsung 850 Evo SATA •
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Posted: Thu, 11th Oct 2012 13:59 Post subject: |
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I'm looking at the xcom wiki and max range for AR's, LMG's, pistols and Shotties is 27.
They all have the same range (snipers have 100). So I would think that solider stats are more important for hit-chance rather then the weapon itself. But that's kind of poopy since the stats are somewhat random on soldiers. 
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Peef
Posts: 388
Location: Belgium
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Posted: Thu, 11th Oct 2012 14:05 Post subject: |
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where did you guys buy the game btw? are there key sellers cheaper then steam?
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