XCOM: Enemy Unknown
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Divvy




Posts: 1458

PostPosted: Fri, 19th Oct 2012 11:44    Post subject:
Is it really that unfair though that the aliens get crit and hit bonuses as ranked up soldiers to as well?
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Mr.Tinkles




Posts: 12378
Location: Reino de Suecia
PostPosted: Fri, 19th Oct 2012 11:46    Post subject:
Divvy wrote:
Is it really that unfair though that the aliens get crit and hit bonuses as ranked up soldiers to as well?


Depends on what their base hit/crit rate is...


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Divvy




Posts: 1458

PostPosted: Fri, 19th Oct 2012 11:55    Post subject:
Well, true.

I finished Classic Ironman on the 9th attempt. I don't think that's unreasonable, personally. Snipers are way more overpowered than anything the aliens throw at you. If I could, I'd just take six colonel snipers on the missions.
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Mr.Tinkles




Posts: 12378
Location: Reino de Suecia
PostPosted: Fri, 19th Oct 2012 12:06    Post subject:
Yeah, so I just played for like...a bunch of hours and right after finishing an escort mission the game got "stuck" at the world map due to me sending out a raven after a UFO and accepting a terror mission. So when I came back the game got stuck, great...no other saves than the one in the mission, guess I'll just wait til the damn thing is patched. I really don't want to replay everything again, this doesn't entice me as much as the original X-Com did (even UFO: Afterlight interested me more than this).


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bavelb




Posts: 130

PostPosted: Fri, 19th Oct 2012 12:17    Post subject:
Divvy wrote:
Is it really that unfair though that the aliens get crit and hit bonuses as ranked up soldiers to as well?


Ranked up soldiers only get added Aim bonusses, not crit afaik. You could make a case for leaving the Aim bonusses, but whats frustrating people is sectoids oneshotting soldiers with crits from across a map when you are behind full cover. Don't forget they also sport more advanced weaponry (with higher damage, crit and aim) as well untill late game classic.
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ExcaliburB




Posts: 364

PostPosted: Fri, 19th Oct 2012 12:21    Post subject:
Prefetian wrote:
Yeah, so I just played for like...a bunch of hours and right after finishing an escort mission the game got "stuck" at the world map due to me sending out a raven after a UFO and accepting a terror mission. So when I came back the game got stuck, great...no other saves than the one in the mission, guess I'll just wait til the damn thing is patched. I really don't want to replay everything again, this doesn't entice me as much as the original X-Com did (even UFO: Afterlight interested me more than this).


Oddly enough, after I finished this, I immediately went back to UFO Aftershock. For some reason, it's the closest thing to the original XCOM as I've seen in awhile. UFO Afterlight was too cartoony for my taste.
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Divvy




Posts: 1458

PostPosted: Fri, 19th Oct 2012 12:32    Post subject:
There's a bunch of crit talens for soldiers though.

It's really the snipers that flip the balance towards the player. They're just way overpowered later compared to anything else. I feel like nerfing the aliens would just make snipers that much more ridiculous and an alien nerf would require a sniper nerf as well.

Everybody's free to do as they please, obviously. I just hope nobody waters down the game for themselves. You don't get these types of games much these days.
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bavelb




Posts: 130

PostPosted: Fri, 19th Oct 2012 12:57    Post subject:
Divvy wrote:
There's a bunch of crit talens for soldiers though.

It's really the snipers that flip the balance towards the player. They're just way overpowered later compared to anything else. I feel like nerfing the aliens would just make snipers that much more ridiculous and an alien nerf would require a sniper nerf as well.

Everybody's free to do as they please, obviously. I just hope nobody waters down the game for themselves. You don't get these types of games much these days.


Hmm frankly on classic heavies tip the favor for me, because they soften up the big brutes with their rocketcharges and grenades so my assaults and support (which is basically my all-around superstar due to his high aim and will) can finish them off.
My sniper is pivotal in removing certain high HP threats, but not quite overpowered yet (She tends to be in the sickbay a lot as well, but I don't have Archangel or Ghostarmor yet). She has about the same kills as the rest of my higher ranks. The soldier with the most kils was my rocket/explosives specialist heavy, which had twice the kills compared to the rest. Ofcourse that means less items to retrieve but it got me through some nasty spots. There is a case in balancing to be made for toning down snipers though. One of the mods removes their overwatch capability for instance, whcih forces them on the offense instead of making them long distance turrets.
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DCB




Posts: 5410

PostPosted: Fri, 19th Oct 2012 13:21    Post subject:
Divvy wrote:
Everybody's free to do as they please, obviously. I just hope nobody waters down the game for themselves. You don't get these types of games much these days.

The Second Wave option of guaranteed crits for out of cover/flanked attacks adds back some of the bite lost by reducing/removing overall alien crit buffs on Classic/Impossible. It seems more balanced to me. It means your Colonel in Titan armour standing behind a cliff probably won't be one-shotted by a Sectoid 10 squares away, but you are still screwed if you get caught out of cover.
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Sin317
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PostPosted: Fri, 19th Oct 2012 13:47    Post subject:
i am absolutely fine with flank crits. Thats really how it should be. But yeah, getting critted from sectoids through full cover from 10+ squares away .. not so big a fan Smile
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Mister_s




Posts: 19863

PostPosted: Fri, 19th Oct 2012 13:51    Post subject:
I haven't played much of it, but I guess I'll wait with playing this one untill it gets patched. I have zero experience with Xcom, so I'll trust you guys.
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Sin317
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PostPosted: Fri, 19th Oct 2012 13:53    Post subject:
why wait ? i finished the game fine in normal. Only in 2 fights i had was stuck and had the reload, but other then that.

Most of the stuff talked about doesn't really apply to normal. Only to the harder difficulties.
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DCB




Posts: 5410

PostPosted: Fri, 19th Oct 2012 14:02    Post subject:
Yeah it's only Classic and Impossible where the devs gave the aliens a bunch of buffs to increase the difficulty. You don't have to worry about that in Normal. I'd suggest playing through that first anyway before playing Classic or Impossible, regardless of whether it's vanilla or modded.
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Mister_s




Posts: 19863

PostPosted: Fri, 19th Oct 2012 14:33    Post subject:
Ah OK got it. I started on normal since I never played xcom before.
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krell1983




Posts: 551
Location: Poland
PostPosted: Fri, 19th Oct 2012 14:39    Post subject:
I like game but my biggest problem is that aliens get extra move on sooting. Why i don't get free move on spot by aliens. This is just stupid.
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Divvy




Posts: 1458

PostPosted: Fri, 19th Oct 2012 15:25    Post subject:
krell1983 wrote:
I like game but my biggest problem is that aliens get extra move on sooting. Why i don't get free move on spot by aliens.


Aliens won't shoot at you either if they spot you first. Basically the game lets both sides take cover before a shot is fired and always lets the player take the first shot.
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bavelb




Posts: 130

PostPosted: Fri, 19th Oct 2012 15:33    Post subject:
Mister_s wrote:
I haven't played much of it, but I guess I'll wait with playing this one untill it gets patched. I have zero experience with Xcom, so I'll trust you guys.


Yea don't wait, its great as is, even on regular Classic game imo.

But on classic ironman, I got frustrated with the weighted dicerolls. I think the game would benefit from toning down a tad on burst damage (especially in the first half of the game) and instead have the pressure/dmg spread out over the course of a mission (on classic the AI moves 5 aliens at most unless you activate more, you can change this to have them all active from the start).

Most other changes I have in mind is to ad some variety for a second playthrough:
-second wave options
-more ufo's including abduction/panic missions so your Hangartech is more useful
-2 itemslots on certain armor
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DCB




Posts: 5410

PostPosted: Fri, 19th Oct 2012 15:44    Post subject:
You could reduce/remove the bonuses added to Sectoids and Thin Men but leave the later aliens untouched. That should make the early game a bit easier.
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crossmr




Posts: 2966
Location: United Kingdom
PostPosted: Fri, 19th Oct 2012 15:50    Post subject:
Why do heavies suck so much?
I've got a full levelled up heavy and in most fights he never has more than a 50% chance to hit anything. Yeah he's got lots of health, but if you move him close enough to get a decent shot, he'll get flanked and roasted.
It seems like their aim doesn't keep pace with the other guys.


intel ultra 7 265k, 64gb ram, 3070
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Doh!




Posts: 1361
Location: Wellhigh DK
PostPosted: Fri, 19th Oct 2012 16:08    Post subject:
bavelb wrote:
[
-to balance out this fact, bench wounded soldiers longer so you get more incentive to hire new soldiers (combined with the Random Stats option in Second Wave)


Yes this is done easily done via mods, playing with one right now and had a trooper out 45 days for losing 4 out of 6 health!!! I changed that tho Razz

And once again people I am ready for some Nforce multiplayer - Tottercampione on Steam.
Right now I mostly meet people with snipers on overwatch that never moves and that together with disconnects gets lame really quick.
I want to play a mode where you have to choose 4-5 different unit types - so there are more diverse tactics in the multiplayer game.

crossmr wrote:
Why do heavies suck so much?
I've got a full levelled up heavy and in most fights he never has more than a 50% chance to hit anything. Yeah he's got lots of health, but if you move him close enough to get a decent shot, he'll get flanked and roasted.
It seems like their aim doesn't keep pace with the other guys.


Try playing on impossible next - they are your best unit and you´ll quickly want 2. And ya they get less chance to hit - but they can shot rockets or fire twice. Thats why his aim is lower than the other classes, because he fucking blows things up to tiny pieces!
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bavelb




Posts: 130

PostPosted: Fri, 19th Oct 2012 16:13    Post subject:
crossmr wrote:
Why do heavies suck so much?
I've got a full levelled up heavy and in most fights he never has more than a 50% chance to hit anything. Yeah he's got lots of health, but if you move him close enough to get a decent shot, he'll get flanked and roasted.
It seems like their aim doesn't keep pace with the other guys.


On classic they are the unit with most kills for me.
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dannofdawn




Posts: 2227

PostPosted: Fri, 19th Oct 2012 16:24    Post subject:
bavelb wrote:
crossmr wrote:
Why do heavies suck so much?
I've got a full levelled up heavy and in most fights he never has more than a 50% chance to hit anything. Yeah he's got lots of health, but if you move him close enough to get a decent shot, he'll get flanked and roasted.
It seems like their aim doesn't keep pace with the other guys.


On classic they are the unit with most kills for me.


I only use 1 heavy max, and only for suppression and that 100% dmg bonus. Rocket launchers have been useless since I got 2 snipers with double tab, no need for aoe and explosives.
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DCB




Posts: 5410

PostPosted: Fri, 19th Oct 2012 16:24    Post subject:
Yeah two heavies are very useful when you start getting swarmed with multiple groups of enemies. I'd go:

Bullet Swarm
Shredder Rocket
HEAT Ammo or Rapid Reaction (1 of each if you have 2 heavies)
Danger Zone
Rocketeer

Shredder Rocket is very useful for softening up groups without killing them and thus destroying their gear. Especially with Danger Zone upping the radius. Very useful for exposed enemies in combination with an In the Zone Sniper.

If your Heavy is lacking on Aim, ditch the grenade/s and take a S.C.O.P.E. Once you have 3 rockets per Heavy, grenades are fairly pointless.
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frogster




Posts: 2860

PostPosted: Fri, 19th Oct 2012 16:31    Post subject:
sadly, my team consist on 4 snipers (scope) / 2 support (equiped with arc trower and medi's), or 2 sniper/2 support /2 assault (scope usually, depends.).

supports have the most movements, thats why i keep the arc's on them.

heavy's are cool, but i canot manage to find a role for them.
their rockets do way to much damage on stuff i want to keep.
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Radamez




Posts: 892

PostPosted: Fri, 19th Oct 2012 16:56    Post subject:
Two words; Blaster Launcher! Shame by the time you get them there's little point in doing anything but the final mission, but still, if you're going for a fleshed out game with a full base, all research done, full fleet of Firestorms etc - use a couple of Heavies with blaster launchers (esp. specced for x3 rockets + increased radius) to reduce levels to rubble. Saves a lot of time Smile

Besides that, the best use for heavies I found was using them to clear cover for my 'In the Zone' sniper to pick everything off in a turn or two. Then Support as spotter, 2 assaults to bum rush.
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bavelb




Posts: 130

PostPosted: Fri, 19th Oct 2012 17:00    Post subject:
I almost always run with 2 Heavies: 1 rocketspecialist to clear big packs of Mutons/Chrysalids that has saved my ass a whole bunch of times and one with all the buffs/debuffs like suppressive fire, Holotargetting, Heat ammo and whatnot to enhance my sniper, assaults and support.
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Silent_Lurker




Posts: 7511
Location: France
PostPosted: Fri, 19th Oct 2012 17:31    Post subject:
crossmr wrote:
Why do heavies suck so much?
I've got a full levelled up heavy and in most fights he never has more than a 50% chance to hit anything. Yeah he's got lots of health, but if you move him close enough to get a decent shot, he'll get flanked and roasted.
It seems like their aim doesn't keep pace with the other guys.


That's correct.
But even in real life you wouldn't use heavy machine gun to shoot down only one foe at distance. I use their primary weapon only for an eventual "close last enemy standing finish" situation.

So heavies are meant to be used for suppression fire, armored kills or as a last chance over a critical shitty situation (with rockets).
And as said, the perk giving +10 aim to the whole squad can be handy.

Wink


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webtax




Posts: 463

PostPosted: Fri, 19th Oct 2012 17:40    Post subject:
awww gotta learn to evac when needed, lost two sets of leveled troops already.
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Divvy




Posts: 1458

PostPosted: Fri, 19th Oct 2012 17:53    Post subject:
Silent_Lurker wrote:
But even in real life you wouldn't use heavy machine gun to shoot down only one foe at distance.


Certainly not firing from the hip. I fired a 7.62mm machine gun with a bipod in the army a few times though and it was so very much more accurate than the assault rifle ever was. You could just draw lines in the terrain and if the line intersects with a target, it's bye bye target. The aim basically doesn't wander at all when firing full auto.
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PickupArtist




Posts: 9920

PostPosted: Fri, 19th Oct 2012 18:00    Post subject:
rockets > mutons! killed 5 aliens one with a single rocket
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