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I take back my comments, about the long war mod and switched to the beta version. Started a new game, and it seems to be working much better. It feels like the number of missions has been toned down a lot (i.e. not 1 every other day), and the aliens are progressing a fair bit slower. My interceptors can actually shoot something down. Hospital times seem to be slightly lower, and some other stuff. Also i concur gently caress the construction site. Long War mod gave 17 aliens in the construction site
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# ? Oct 15, 2013 03:47 |
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# ? Jun 8, 2024 07:49 |
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Cosmic Afro posted:Yeah, I preordered Brave New World for Civ V on GMG and I got a Steam code key. I think that's the date anyway.
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# ? Oct 15, 2013 05:38 |
Blarghalt posted:I'm super-psyched that even though you can't capture EXALT agents, you can steal their guns. I'm not sure if their weapons are any better or if it's just a cosmetic switch, but either way fennesz posted:Really? That's actually pretty awesome. I hope they have alternate models for laser and plasma weapons as well. The Rat posted:Wonder if you get to keep their guns if they do that. Pretty sure it's been said that capturing their guns just provides you with alternative "skins" to use for weapons--a lot like the alternative skins for armor. But otherwise, the stats are identical. Which sucks, because having slightly different stats for XCOM and EXALT firearms would actually go a long way to mixing things up a bit. Dr. Video Games 0031 posted:I just wish there were more weapon options in general. Give me SMGs, stun grenades, flamethrowers, grenade launchers, etc. Weapon loadouts should be more of a choice and less of a "use whatever the latest tech is" thing. That's what I've been saying. The stun grenades are coming, but I'd love one or two unorthodox weapons that aren't one of the four main firearms (in whatever particular tech flavor is currently en vogue). Cream-of-Plenty fucked around with this message at 06:12 on Oct 15, 2013 |
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# ? Oct 15, 2013 05:45 |
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I just wish there were more weapon options in general. Give me SMGs, stun grenades, flamethrowers, grenade launchers, etc. Weapon loadouts should be more of a choice and less of a "use whatever the latest tech is" thing.
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# ? Oct 15, 2013 06:08 |
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UberJumper posted:
First mission in my Impossible Ironman game was the construction site. I probably lost that mission 15 times in a row before finally beating it (you're allowed to restart the first mission as many times as you want if you fail, and I was too stubborn to quit). The rest of that run was a breeze by comparison.
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# ? Oct 15, 2013 06:15 |
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Dual-wielding Plasma Tec-9s, gangsta style.
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# ? Oct 15, 2013 06:17 |
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WarpedNaba posted:Dual-wielding Plasma Tec-9s, gangsta style. This is what Slingshot's character should have been.
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# ? Oct 15, 2013 06:21 |
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In that IGN video the guy asked if there were new weapons and I think Gupta gave a non-committal reply which sounded as though there would be some, but maybe I'm just remembering wrong (even though it was only yesterday).
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# ? Oct 15, 2013 06:21 |
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WarpedNaba posted:Dual-wielding Plasma Tec-9s, gangsta style. I'd pay top dollar for that DLC.
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# ? Oct 15, 2013 06:22 |
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zylche posted:Keys will be released on Nov 15 for Enemy Within if you got it at GMG. Says 12 November on the website (Or at least, it says 'out 12th Nov'), but I do recall getting Brave New World a little later than straight from Steam. And I couldn't preload, so there's that. But you know, that's, what, ten bucks off with the code?
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# ? Oct 15, 2013 06:28 |
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Dr. Video Games 0031 posted:I just wish there were more weapon options in general. Give me SMGs, stun grenades, flamethrowers, grenade launchers, etc. Weapon loadouts should be more of a choice and less of a "use whatever the latest tech is" thing. I agree completely. It's such lazy design, you see it so often in space 4X games as well. Instead of having a range of options with different pros and cons, as you go up in tech you just get +1 to hit, +1 to damage. It's so frustrating. One of the reasons MOO2 was so amazing was at any one time there were twenty different weapon systems you could mount. Literally the only choices you make in this are shotgun vs rifle, and plasma rifle vs light plasma rifle. Very disappointing.
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# ? Oct 15, 2013 07:33 |
Majestic posted:I agree completely. At least mods re-introduce concepts like, "laser weapons are lower damage but have a higher potential damage through critical chance, and you don't have to reload them" and "plasma weapons are big, sloppy, short-ranged destroyers". I agree that it's aggressively lazy (or unimaginative) to design the system the way it currently is.
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# ? Oct 15, 2013 07:40 |
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Majestic posted:I agree completely. It's not lazy, it's just simple. X-com is pretty pure and streamlined as a strategy game, and having the guns and armor be close to a simple progression helps a lot for newer players in that people who haven't played a lot of strategy games aren't good at identifying which of their gun choices are optimal, while on the other hand having less diversity between soldiers isn't necessarily a bad thing from a design perspective.
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# ? Oct 15, 2013 08:27 |
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Dr. Video Games 0031 posted:I just wish there were more weapon options in general. Give me SMGs, stun grenades, flamethrowers, grenade launchers, etc. Weapon loadouts should be more of a choice and less of a "use whatever the latest tech is" thing. At least we're getting more grenade options now. Needle Grenades (Big AOE, probably doesn't destroy weapon fragments, does not destroy cover), and Stealth Grenades (cast cloak on all units in an area) and I think there was at least one more new shown in those videos but I can't remember. Between the more grenade options and the old Deep Pockets perk being moved to a Forge project, that "Double Grenades" skill for Heavies is gonna be a lot prettier. Finally, people will stop telling me I'm stupid for not taking Danger Zone because I like to be able to be able to hit the bad guys without hitting my own soldiers/civilians, or without leveling all the cover on the map that I could potentially use 2-3 turns down the road.
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# ? Oct 15, 2013 09:21 |
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Everything must be level, for behind the lines lurk angels of death and their view is long.
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# ? Oct 15, 2013 09:28 |
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Alkydere posted:At least we're getting more grenade options now. Needle Grenades (Big AOE, probably doesn't destroy weapon fragments, does not destroy cover), and Stealth Grenades (cast cloak on all units in an area) and I think there was at least one more new shown in those videos but I can't remember. Gas grenades. I guess we get to loot Exalt guns even when they die, right? Weapons exploding on death is alien tech, and exalt die even if stunned.
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# ? Oct 15, 2013 09:44 |
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Majestic posted:I agree completely. All MOO2 does it make it incredibly difficult to work out which weapon combo gets you the most DPS. That' what the balance comes down to. And then there's the one endgame ship that beats everything if you can remember how to build it. Count Uvula is right, the game is just streamlined. In the end there's no difference between using the gun a soldier has to determine what his 'class' is and using his class to determine what gun he can carry. An unambiguous progression in terms of damage means that the game can ramp up the difficulty as time progresses without worrying about the playing tripping up over their own tech tree.
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# ? Oct 15, 2013 09:48 |
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Alkydere posted:Finally, people will stop telling me I'm stupid for not taking Danger Zone because I like to be able to be able to hit the bad guys without hitting my own soldiers/civilians, or without leveling all the cover on the map that I could potentially use 2-3 turns down the road. This is blasphemy of the highest order. Scorch the earth. There are no innocents.
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# ? Oct 15, 2013 09:56 |
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Alchenar posted:All MOO2 does it make it incredibly difficult to work out which weapon combo gets you the most DPS. That' what the balance comes down to. And then there's the one endgame ship that beats everything if you can remember how to build it. I'm all for streamlining but I don't think the game would suffer any in the complexity department by simply having a couple of weapon choices per class. And I do think there is a difference between that and having different classes with different weapons. It's more interesting to build out a character in a specific way, giving them more personality (like having a combat support versus a medic support) and creating more versatility within the classes would be nice.
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# ? Oct 15, 2013 10:01 |
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Some of the new EXALT stuff raises questions about why the aliens don't have that stuff. EXALT are really tactical and team-based, why aren't the aliens? EXALT have dead mens' switches so they can't be taken alive, why don't the aliens? Surely it makes more sense for the hyper-advanced interstellar extradimensionals to have better tactics and advanced warfare than some earth dudes in slacks.
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# ? Oct 15, 2013 10:22 |
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Boing posted:Some of the new EXALT stuff raises questions about why the aliens don't have that stuff. EXALT are really tactical and team-based, why aren't the aliens? EXALT have dead mens' switches so they can't be taken alive, why don't the aliens? Surely it makes more sense for the hyper-advanced interstellar extradimensionals to have better tactics and advanced warfare than some earth dudes in slacks.
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# ? Oct 15, 2013 10:24 |
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Boing posted:Some of the new EXALT stuff raises questions about why the aliens don't have that stuff. EXALT are really tactical and team-based, why aren't the aliens? EXALT have dead mens' switches so they can't be taken alive, why don't the aliens? Surely it makes more sense for the hyper-advanced interstellar extradimensionals to have better tactics and advanced warfare than some earth dudes in slacks.
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# ? Oct 15, 2013 10:46 |
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They are human and therefore inherently superior. Haven't you been listening to the UE?
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# ? Oct 15, 2013 10:58 |
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Cream-of-Plenty posted:Pretty sure it's been said that capturing their guns just provides you with alternative "skins" to use for weapons--a lot like the alternative skins for armor. But otherwise, the stats are identical. Which sucks, because having slightly different stats for XCOM and EXALT firearms would actually go a long way to mixing things up a bit. grenade launchers would be cool, like a rocket launcher with less range. what i really want is a version of the sectopod's mortar, where you fire it but it takes a whole turn to land so the rest of your turn has to be focussed on pinning the enemies into the killzone.
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# ? Oct 15, 2013 11:09 |
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MECs get grenade launchers
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# ? Oct 15, 2013 11:40 |
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Please god (Jake, whoever's in charge of EW) let us "friedly" fire at mind controlled units. There's absolutely no reason for why you shouldn't be able to shoot at the guy you just mind controlled!
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# ? Oct 15, 2013 12:19 |
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Boing posted:Some of the new EXALT stuff raises questions about why the aliens don't have that stuff. EXALT are really tactical and team-based, why aren't the aliens? EXALT have dead mens' switches so they can't be taken alive, why don't the aliens? Surely it makes more sense for the hyper-advanced interstellar extradimensionals to have better tactics and advanced warfare than some earth dudes in slacks. Because it's more interesting and varied if you fight two types of enemies with two types of tactics.
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# ? Oct 15, 2013 13:25 |
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How's an Exalt soldier going to inject himself when he's been stunned? Does he do it right before the actual stunning? That'd be weird.
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# ? Oct 15, 2013 14:19 |
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Voltage triggered bomb? Dead-man switch? Plenty of ways to set it up so they get killed when you stun them which will go off without further effort from the stunnee.
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# ? Oct 15, 2013 14:31 |
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Am I the only one who thinks the Stealth Grenade is really, really silly?
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# ? Oct 15, 2013 14:42 |
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Alkydere posted:Between the more grenade options and the old Deep Pockets perk being moved to a Forge project, that "Double Grenades" skill for Heavies is gonna be a lot prettier. Finally, people will stop telling me I'm stupid for not taking Danger Zone because I like to be able to be able to hit the bad guys without hitting my own soldiers/civilians, or without leveling all the cover on the map that I could potentially use 2-3 turns down the road. You don't need that cover, you need more heavies.
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# ? Oct 15, 2013 14:46 |
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Jack Trades posted:Please god (Jake, whoever's in charge of EW) let us "friedly" fire at mind controlled units. Ananda Gupta is the lead designer on EW. He did a fantastic job on Twilight Struggle which is one of the most well-received boardgames of all time. For what it's worth, he also worked on the Slingshot DLC.
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# ? Oct 15, 2013 14:46 |
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Andre Banzai posted:Am I the only one who thinks the Stealth Grenade is really, really silly? Fluff-wise yes it's silly, crunch-wise it makes a ton of sense as part of the general theme of grenades being buff/debuff tools. Sunning posted:Ananda Gupta is the lead designer on EW. He did a fantastic job on Twilight Struggle which is one of the most well-received boardgames of all time. For what it's worth, he also worked on the Slingshot DLC. Holy poo poo he made TS? Twilight Struggle loving owns. I play that about every other night with my brother.
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# ? Oct 15, 2013 15:11 |
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Jack Trades posted:Please god (Jake, whoever's in charge of EW) let us "friedly" fire at mind controlled units. How about them making Collateral Damage a universal skill for all soldiers and call it Free Aim. Do you really need to be a cyborg to figure out that the car is a better target than the thin man hiding behind it?
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# ? Oct 15, 2013 15:20 |
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Mortabis posted:Fluff-wise yes it's silly, crunch-wise it makes a ton of sense as part of the general theme of grenades being buff/debuff tools. A stealth grenade is the perfect 'oh gently caress I triggered a group I didn't mean to' device. Presuming it arrives relatively early-mid game you get to be a lot more aggressive (which makes up for the squadsight nerf).
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# ? Oct 15, 2013 15:22 |
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Alchenar posted:A stealth grenade is the perfect 'oh gently caress I triggered a group I didn't mean to' device. Presuming it arrives relatively early-mid game you get to be a lot more aggressive (which makes up for the squadsight nerf). Stun grenades/flash bangs will help a lot with early triggers and are definitely an early game unlock.
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# ? Oct 15, 2013 15:26 |
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Huh, the achievements list makes it look like there might be a couple of arena-style minigames wrapped up with EW.
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# ? Oct 15, 2013 15:37 |
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Frag Man posted:How about them making Collateral Damage a universal skill for all soldiers and call it Free Aim. Do you really need to be a cyborg to figure out that the car is a better target than the thin man hiding behind it? I bet it's gonna be a mod though.
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# ? Oct 15, 2013 15:37 |
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Alchenar posted:Huh, the achievements list makes it look like there might be a couple of arena-style minigames wrapped up with EW. I'm actually super stoked about one achievement hinting at a horde mode. Everyone dies
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# ? Oct 15, 2013 15:45 |
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# ? Jun 8, 2024 07:49 |
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I'm hoping this gives a boost to Multiplayer, that was my favorite part of the game after I beat the campaign. It's just really, really fun.
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# ? Oct 15, 2013 15:48 |