XCOM: Enemy Unknown
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Werelds
Special Little Man



Posts: 15098
Location: 0100111001001100
PostPosted: Thu, 25th Oct 2012 21:33    Post subject:
Finally gonna play this. Classic Ironman straight away Challenge Accepted
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jarlian




Posts: 195

PostPosted: Thu, 25th Oct 2012 21:43    Post subject: Finished
Just finished playing the last mission.. have some mixed feelings about the game. Although I think it's the best UFO follow up so far... somehow it missed some of it's depth, freedom and "eerie" feeling over it. Everything felt a bit linear, including it's missions. 7/10
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Auran13




Posts: 385

PostPosted: Fri, 26th Oct 2012 02:59    Post subject:
Werelds wrote:
Finally gonna play this. Classic Ironman straight away Challenge Accepted


I cant recommend ironman, i'm on my second playthrough on classic and really its just a game of luck more than skill.

What can you do about getting crit behind full cover or when a melee spawns on top of you. Sad
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dannofdawn




Posts: 2227

PostPosted: Fri, 26th Oct 2012 04:23    Post subject:
Auran13 wrote:
Werelds wrote:
Finally gonna play this. Classic Ironman straight away Challenge Accepted


I cant recommend ironman, i'm on my second playthrough on classic and really its just a game of luck more than skill.

What can you do about getting crit behind full cover or when a melee spawns on top of you. Sad


I'm pretty sure enemies that just spawn cannot move? I never had this problem, when they spawn, they are always in the worst position for them, and going into overwatch is not going to help when they are not in cover (easy snipe).
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DCB




Posts: 5410

PostPosted: Fri, 26th Oct 2012 06:32    Post subject:
No, there's a bug where occasionally enemies will spawn out of thin air right on top of you. I had it once with a Cyberdisc. They attack straight away.
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JBeckman
VIP Member



Posts: 34997
Location: Sweden
PostPosted: Fri, 26th Oct 2012 06:53    Post subject:
http://forums.2kgames.com/showthread.php?161051-Enemy-Spawn-Glitch-Almost-Wipes-Out-Entire-Maxed-Out-Squad/page3

That thing right? some issue with placement or patrol AI if I understood it correctly although those are just guesses from people whom have tested various things and have had this happen.

EDIT: Then as discussed earlier there's this as well which people believe is also a bug, cover is a static bonus to defense but being shot through a solid wall is a bit odd, should have hit the wall itself first, maybe destroying it and then hitting the guy behind it.


(20.50)
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webtax




Posts: 463

PostPosted: Fri, 26th Oct 2012 07:53    Post subject:
mmm... I don't know.. I get a feeling to this game, that I may play it a little more and then go back to the others... maybe its nostalgia, but I may had more fun with extraterrestrials (although modded) than this one.

i miss things like freedom to shoot and destroy the scenario or other mentioned already, don't get me wrong, its a fine game and may be even bettermodded, but feels like when I'm playing civ5, end up wanting to play civ4 instead
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DCB




Posts: 5410

PostPosted: Fri, 26th Oct 2012 07:57    Post subject:
JBeckman wrote:
That thing right?

Presumably, although in my case I never saw the Cyberdisc (and attendant Drones) before they magically appeared in my midst.
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BearishSun




Posts: 4484

PostPosted: Fri, 26th Oct 2012 08:19    Post subject:
Werelds wrote:
Finally gonna play this. Classic Ironman straight away Challenge Accepted


I found it extremely frustrating. It seems to depend on luck, where one-hit kill critical shots will sometimes happen and just kill a good squad member without any feeling that you could have done something about it.
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maynard2062




Posts: 9

PostPosted: Fri, 26th Oct 2012 08:55    Post subject:
webtax wrote:
mmm... I don't know.. I get a feeling to this game, that I may play it a little more and then go back to the others... maybe its nostalgia, but I may had more fun with extraterrestrials (although modded) than this one.

i miss things like freedom to shoot and destroy the scenario or other mentioned already, don't get me wrong, its a fine game and may be even bettermodded, but feels like when I'm playing civ5, end up wanting to play civ4 instead


Me too, plus extraterrestrials 2 is coming out soon (or so they say)... And I love the introduction of UFO swarm, there were some pitched atmosphere battles, I miss that - actually miss almost everything - actually I'm off to play extraterrestrials Very Happy

PS
Quite right about CIV4 as well!
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Auran13




Posts: 385

PostPosted: Fri, 26th Oct 2012 09:44    Post subject:
Also on classic enemies you cant see move on their turn (on normal only the ones you can see seemed to move) which is good except they tend to walk into your vision, then get their 'glam' move and then move again after.

They dont seem to attack but i remember i did a terror mission with 31 chryssalids (which woulda been awesome if not for this bug) and they would all take 3 turns and move right next to my guys. Sad

Also the LOS started to piss me off, its not so much they can see me when they shouldnt, i got used to that, its that i cant see them when i should be able to. Like im right next to them and it says i dont have vision, and since you only get one move turn you cant shuffle step by step to find a vision spot.

Game has potential but my second playthrough has really shown me its flaws, gonna need some serious patching /modding.
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Werelds
Special Little Man



Posts: 15098
Location: 0100111001001100
PostPosted: Fri, 26th Oct 2012 09:54    Post subject:
I've lost one soldier so far (poison), but I guess I've played enough of these games to make some things be natural to me. I've read a lot of "omg overwatch is so good, didn't know/think it was!" - my first instinct was to not dash, but just move into cover and hit overwatch. I typically have two covering, two moving per turn. Especially because I love Shadow Watch so much, that is pretty standard practice.

And enemies do move after dropping in, which is a little ridiculous. The enemies get a fuckton of free turns (often resulting in soldiers being hit without me being able to do anything) and that's actually quite annoying. Seems the balance is a little off. I've been running 1 assault, 1 support and 2 snipers, seems to work out well enough, but I do rely on overwatch a lot (particularly the support guy's close cover for the assault to counter attacks, with the snipers taking care of movement).
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JBeckman
VIP Member



Posts: 34997
Location: Sweden
PostPosted: Fri, 26th Oct 2012 10:32    Post subject:
Auran13 wrote:
Also on classic enemies you cant see move on their turn (on normal only the ones you can see seemed to move) which is good except they tend to walk into your vision, then get their 'glam' move and then move again after.

They dont seem to attack but i remember i did a terror mission with 31 chryssalids (which woulda been awesome if not for this bug) and they would all take 3 turns and move right next to my guys. Sad

Also the LOS started to piss me off, its not so much they can see me when they shouldnt, i got used to that, its that i cant see them when i should be able to. Like im right next to them and it says i dont have vision, and since you only get one move turn you cant shuffle step by step to find a vision spot.

Game has potential but my second playthrough has really shown me its flaws, gonna need some serious patching /modding.


As far as I understood from the available Nexus mods currently available for the game the AI is toned down quite a bit on anything below Classic difficulty thus the mods re-enabling it and allowing full AI across all difficulty level.

Other than that I believe it was mentioned that the aliens also receive various defense and aim stat boosts although I guess this is still pretty much in-line with how the original game did it.
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Auran13




Posts: 385

PostPosted: Fri, 26th Oct 2012 11:03    Post subject:
Yeah i modded it myself, added full AI but removed aim and crit bonus, i want a level playing field.

I also tweaked lasers to be a more accurate/weaker but higher crit and plasma to be stronger but less crit and accuracy.

I hate when tech has a straight progression, i like choices.

Might mod soldiers to have random stats rather than fixed but wasnt sure how that would pan out.
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DCB




Posts: 5410

PostPosted: Fri, 26th Oct 2012 11:27    Post subject:
The random starting stats for Rookies that you can enable in Second Wave has upper and lower cutoffs, but you can mod these as you see fit. I think the default ranges from 40-80, off the top of my head. There is also the provision for random stat gains with each rank, from memory.
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Auran13




Posts: 385

PostPosted: Fri, 26th Oct 2012 11:47    Post subject:
Yeah i know, just meant i dont know how it'd pan out if i got underlevelled soldiers or something like that, i tend to be unlucky. Razz
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Doh!




Posts: 1361
Location: Wellhigh DK
PostPosted: Fri, 26th Oct 2012 13:23    Post subject:
Auran13 wrote:
Also on classic enemies you cant see move on their turn (on normal only the ones you can see seemed to move) which is good except they tend to walk into your vision, then get their 'glam' move and then move again after.

They dont seem to attack but i remember i did a terror mission with 31 chryssalids (which woulda been awesome if not for this bug) and they would all take 3 turns and move right next to my guys. Sad

Also the LOS started to piss me off, its not so much they can see me when they shouldnt, i got used to that, its that i cant see them when i should be able to. Like im right next to them and it says i dont have vision, and since you only get one move turn you cant shuffle step by step to find a vision spot.

Game has potential but my second playthrough has really shown me its flaws, gonna need some serious patching /modding.


For the LOS try and look for the cover symbols - if you can move close to the enemy to a spot with lets say red cover, you can be pretty sure you can see them etc. But ya this needs to be alot better. And I am very glad I have no need to prove my self with iron man, save/load is my best friend in this game.

Now if only multiplayer would stop crashing so much :/

Auran13 wrote:
Yeah i modded it myself, added full AI but removed aim and crit bonus, i want a level playing field.

I also tweaked lasers to be a more accurate/weaker but higher crit and plasma to be stronger but less crit and accuracy.

I hate when tech has a straight progression, i like choices.

Might mod soldiers to have random stats rather than fixed but wasnt sure how that would pan out.


If you want a level playing field, then remember that messing with plasma´s to hit, really weakens the aliens. They have a hard time moving in for the kill via maneuvering, so most of the time they have very shitty odds to hit as is.
I think its normal in games like this, that if you want a challenge they have to be given some plusses.
Playing around with the stats just breeds super soldiers and hence make the game easier. Maybe you should try and play a modded impossible, but give yourself some of those plusses - so its like classic, but with more enemies (thats how I am playing second time around).
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crossmr




Posts: 2966
Location: United Kingdom
PostPosted: Fri, 26th Oct 2012 13:49    Post subject:
The enemy seems to have no problem hitting with plasma. Even on normal, i've had them continually nail people in cover from great distances.

and enemies move around on normal as well, several times I've had them walk into my view and get their mega moves.


intel ultra 7 265k, 64gb ram, 3070
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bavelb




Posts: 130

PostPosted: Fri, 26th Oct 2012 14:40    Post subject:
Auran13 wrote:
Yeah i modded it myself, added full AI but removed aim and crit bonus, i want a level playing field.

I also tweaked lasers to be a more accurate/weaker but higher crit and plasma to be stronger but less crit and accuracy.

I hate when tech has a straight progression, i like choices.

Might mod soldiers to have random stats rather than fixed but wasnt sure how that would pan out.


Quote:

If you want a level playing field, then remember that messing with plasma´s to hit, really weakens the aliens.


Also, if you want a level playing field, make sure to adjust the aliens weapons along with yours. On the default ini, the aliens' weapons don't get the bonusses your weapons get, so that compensates for the difficulty bonus they get.

Especially the light plasma carriers (thin man, floater, muton, outsider) are off worse than you if you take away their bonus and don't adjust their weapon as that weapon is +10/+10 for you (and 0/0 for them).
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Auran13




Posts: 385

PostPosted: Fri, 26th Oct 2012 17:42    Post subject:
Nah you guys dont understand, i weakened plasma weapons from being the all purpose and buffed lasers so they're viable.

Also alien plasma weapons are different to player weapons so weakening yours doesnt weaken theirs.

Finally the higher difficulties dont change weapons just base alien stats, all i did was get rid of their crit bonus (so it was back to normal levels) because i prefer a more logically and less luck based game. ( they still do crit though, especially if they flank me)
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bavelb




Posts: 130

PostPosted: Fri, 26th Oct 2012 18:33    Post subject:
Auran13 wrote:

Finally the higher difficulties dont change weapons just base alien stats, all i did was get rid of their crit bonus (so it was back to normal levels) because i prefer a more logically and less luck based game. ( they still do crit though, especially if they flank me)


Yes but the stats for plasmaweapons are different for aliens compared to the same weapons for you. So you in effect lowered their critchance below yours if you'd had the same weapon. For instance the Light Plasma Rifle has +10 crit/+10 offensive for you, but 0/0 for the aliens you face with them.

what I did was changing the weaponstats for all versions of it to make em similar, then get rid of the crit/hitbonus on the aliens
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Doh!




Posts: 1361
Location: Wellhigh DK
PostPosted: Fri, 26th Oct 2012 18:54    Post subject:
Auran13 wrote:
Nah you guys dont understand, i weakened plasma weapons from being the all purpose and buffed lasers so they're viable.


Yes but buffing lasers does one thing for your start game: and thats making it easier for you.
I do understand your reasoning tho and as I wrote, try it on a modded impossible and the changes you list for a good challenge.
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frogster




Posts: 2860

PostPosted: Fri, 26th Oct 2012 19:12    Post subject:
what are you guys using to edit the ini ?
notepad ?
or there is a good editor with some documentation ?
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Doh!




Posts: 1361
Location: Wellhigh DK
PostPosted: Fri, 26th Oct 2012 20:03    Post subject:
frogster wrote:
what are you guys using to edit the ini ?
notepad ?
or there is a good editor with some documentation ?


Open the xcom.exe with resource hacker and then just edit it. Its pretty easy to understand once you open the files.
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bavelb




Posts: 130

PostPosted: Fri, 26th Oct 2012 21:03    Post subject:
frogster wrote:
what are you guys using to edit the ini ?
notepad ?
or there is a good editor with some documentation ?


Personally I edit the ini with notepad and insert the DefaultGameCore.mod in the exe with modpatcher.
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Auran13




Posts: 385

PostPosted: Sat, 27th Oct 2012 04:12    Post subject:
Well to explain it better I left normal weapons alone, made lasers weaker but more accurrate and higher crit and plasma just weaker compared to normal but stronger than the other too with less crit. I also reduced all environmental damage cos snipers destroying cover just felt silly.

So in actual fact all my weapons are weaker.

And bavelb you're right i lowered crit on aliens because its too random, but i equaled it by activating their full AI, more grenades etc. thats what i meant.

I also wanna edit cover so full cover gives more defence but im prob gonna give the game a rest for a while till its patched some more.
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Rifleman




Posts: 1401

PostPosted: Sat, 27th Oct 2012 19:23    Post subject:
Possible to use mods with iso demo? Patcher seems by log to look for steam folder...


harballaz wrote:
Hey dont be so hard the little console eunuchs, they need time to aim their lil vibratin thumbstick.
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fawe4




Posts: 1787

PostPosted: Sat, 27th Oct 2012 20:52    Post subject:
Auran13 wrote:
Werelds wrote:
Finally gonna play this. Classic Ironman straight away Challenge Accepted


I cant recommend ironman, i'm on my second playthrough on classic and really its just a game of luck more than skill.

What can you do about getting crit behind full cover or when a melee spawns on top of you. Sad


You can, eh... live with it?

Soldiers, no matter how attached you are to them, are cannon fodder. They are cheap, fairly easy to train, and even besides that, their experience really isn't the most important thing about it all. Equipment is of much higher importance, I'm quite sure that one can finish last level with completely untrained squad and one physic on classic.
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MirkoOdora




Posts: 1038

PostPosted: Sat, 27th Oct 2012 22:43    Post subject:
I can barely manage on easy >_>. I suck at these games even tho I love them.

Actually that's a lie. I just can't bear loosing a soldier.


Asus, B550, 3700X, 3060, 32GB.
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Auran13




Posts: 385

PostPosted: Sun, 28th Oct 2012 05:19    Post subject:
fawe4 wrote:
Auran13 wrote:
Werelds wrote:
Finally gonna play this. Classic Ironman straight away Challenge Accepted


I cant recommend ironman, i'm on my second playthrough on classic and really its just a game of luck more than skill.

What can you do about getting crit behind full cover or when a melee spawns on top of you. Sad


You can, eh... live with it?

Soldiers, no matter how attached you are to them, are cannon fodder. They are cheap, fairly easy to train, and even besides that, their experience really isn't the most important thing about it all. Equipment is of much higher importance, I'm quite sure that one can finish last level with completely untrained squad and one physic on classic.


Sure you can live with it but if its not fun whats the point?

I loved being on the back foot in the original, being forced to defend my base etc, but in this it just leads to futher frustration in my opinion.
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