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I really hope that Enemy Within sells well. Firaxis have a bit of a track record with expansions - the first is decent, but the second is fantastic. I think the game could support one last batch of content.
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# ? Nov 3, 2013 20:05 |
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# ? May 11, 2024 09:06 |
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"I guess we should just be thankful it wasn't a cruiseliner" Shame the guys playing were completely stupid but eh. That 'extra-shot if you're close to the enemy' genemod sounds completely obscene if combined with a Heavy with Bulletstorm. Glad the invisibility gene-mod activates before you move, makes it much more useful. The dense map with lots of small avenues full of chrysalids looks great though.
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# ? Nov 3, 2013 20:33 |
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I think we're in a great spot if you like x-com, to be honest. You got the new xpac coming out which will give you more of this x-com, and if you like the old stuff, Xenonauts is coming along nicely. Can't really be happier at the moment.
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# ? Nov 3, 2013 20:35 |
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Dominic White posted:I really hope that Enemy Within sells well. Firaxis have a bit of a track record with expansions - the first is decent, but the second is fantastic. I think the game could support one last batch of content. It was a top seller as soon as it went available on steam for pre-orders so prospects can't be bad. And, for such a niche title, there's been a lot of buzz. Anyhow, I took a day off for this game. I really can't wait. Just not sure if I should play classic or impossible..been playing impossible on all my runs because classic became a little too easy.
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# ? Nov 3, 2013 20:38 |
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zylche posted:"I guess we should just be thankful it wasn't a cruiseliner" edit: vvvv drat. I was hoping the two would synergize. Ravenfood fucked around with this message at 20:48 on Nov 3, 2013 |
# ? Nov 3, 2013 20:41 |
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Ravenfood posted:The what-now? Because the Assault skill Close and Personal has been reworked to give you a free shot at close range, as I recall. The combination of the two has to be incredible.
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# ? Nov 3, 2013 20:46 |
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Not sure if it's been posted yet, but here is a playthrough of the whale Council Mission in EW by Adam Sessler and some other dudes: https://www.youtube.com/watch?v=d2Ssyu2P34E The decisions made are pretty questionable, but.. along the way fucked around with this message at 21:27 on Nov 3, 2013 |
# ? Nov 3, 2013 21:06 |
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That mission was great. It's a big map but not as linear feeling as some current maps like the alien base. I'm psyched to play that.
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# ? Nov 3, 2013 23:14 |
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I wasn't exactly in love with the people in that video, but I enjoyed the playthrough. Are there any other video LPs or just level playthroughs that people could recommend?
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# ? Nov 3, 2013 23:26 |
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My face that entire mission was pretty much just locked in I can't loving wait for the 12th.
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# ? Nov 3, 2013 23:42 |
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Gorn Myson posted:I wasn't exactly in love with the people in that video, but I enjoyed the playthrough. Are there any other video LPs or just level playthroughs that people could recommend? I liked that they were (at least verbally) appropriately cautions. The guy playing kept telling them cover was meaningless but they wanted that cover. What was really goddammn questionable was sprinting the sniper past his other guys so he revealed the chryssalids. That was really dumb.
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# ? Nov 3, 2013 23:43 |
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Ananda Gupta posted:C-Hive is always the first Council mission after you fight them for 1st time, the 1st time you play. After that, it joins the random pool
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# ? Nov 4, 2013 00:03 |
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What was horrible was how that huy thoguht that he playyed cautiously. He dashed into unnknows territory onmultiple occasions, and all of his losses would have been easily preventable.
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# ? Nov 4, 2013 00:06 |
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Dominic White posted:I really hope that Enemy Within sells well. Firaxis have a bit of a track record with expansions - the first is decent, but the second is fantastic. I think the game could support one last batch of content. I really don't want to see another xcom expansion. I'm kind of bummed we're getting this one. I'd rather see them make a totally new game with the core mechanics reworked and improved.
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# ? Nov 4, 2013 00:09 |
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Pimpmust posted:I still think XCOM 2 should go with a default of ca 8 squadmembers and then ramp it up to 10-12, just to avoid the "extremes" that develops due to the low unit count combined with "deep" leveling currently in place which makes the Hard Start / Easy end even more pronounced than in the original games. Well you can edit your game so the Skyranger can carry more guys. I'm currently fiddling around with it and 12 work fine, but the kicker is that you will only have 6 guys in your default landing zone with the other 6 getting dropped somewhere else on the map, which gives you a nice random drop feeling. Also in the squad setup I can only edit the default 6 guys while the others are automatically selected, not sure what happens when one dies.
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# ? Nov 4, 2013 00:09 |
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10-12 could possibly bog down the game and undo a lot of the streamlining fans want, but I genuinely think starting with 6 and going to 8 squad members would be nothing but a flat improvement for everyone. It would provide a lot of flexibility for the game designers in general (for map design, enemy designs, game balance, etc) and would expedite the players getting into the more interesting parts of the game.
Dr. Video Games 0031 fucked around with this message at 02:58 on Nov 4, 2013 |
# ? Nov 4, 2013 00:16 |
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Dr. Video Games 0031 posted:10-12 could possibly bog down the much and undo a lot of the streamlining fans want, but I genuinely think starting with 6 and going to 8 squad members would be nothing but a flat improvement for everyone. It would provide a lot of flexibility for the game designers in general (for map design, enemy designs, game balance, etc) and would expedite the players getting into the more interesting parts of the game. I'm not so sure, there is barely enough cover to go around in some maps as is now, and to provide enough for 8 people would involve creating enough hard cover that concealment making enemies a bitch to find could become an issue. This is of course conjecture pulled straight out of my rear end, so take it as you will.
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# ? Nov 4, 2013 00:25 |
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FoolyCharged posted:I'm not so sure, there is barely enough cover to go around in some maps as is now, and to provide enough for 8 people would involve creating enough hard cover that concealment making enemies a bitch to find could become an issue. This is of course conjecture pulled straight out of my rear end, so take it as you will. Which is why we're talking about what the sequel should be. Obviously it would have almost entirely new maps or enhanced/expanded versions of existing maps, built around larger squad sizes if they go that route.
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# ? Nov 4, 2013 00:35 |
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Straight remake of the original. Literally zero updates except for the graphical fidelity. GUI, lack of tooltips and difficulty remain untouched.
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# ? Nov 4, 2013 00:42 |
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Really looking forward to this expansion. Going to play on classic for the first time (only played the original campaign once on normal) so this should be interesting. Only thing I'm worried about is getting pissed off if I gently caress up a few times, only get a little bit to play games these days so that might get frustrating if I end up feeling like I wasted a night. Then again it could end up being great value if it lasts me for months.
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# ? Nov 4, 2013 00:45 |
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Dr. Video Games 0031 posted:10-12 could possibly bog down the much and undo a lot of the streamlining fans want, but I genuinely think starting with 6 and going to 8 squad members would be nothing but a flat improvement for everyone. It would provide a lot of flexibility for the game designers in general (for map design, enemy designs, game balance, etc) and would expedite the players getting into the more interesting parts of the game. Yes, 12 is definitely too much, I was testing what the limit is. Of 5 missions I had one random crash (not sure if it's related to the edited .exe) and one time Team Redshirt spawned underground. Currently trying to figure out how the system picks the guys who get on the 2nd (invisible) Skyranger.
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# ? Nov 4, 2013 00:59 |
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I am playing long war 2 beta, anyone know if it is normal for every single abduction mission to award you money? I am 3 months in and still only have 14 scientists and 16 engineers
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# ? Nov 4, 2013 01:01 |
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wolfman101 posted:I am playing long war 2 beta, anyone know if it is normal for every single abduction mission to award you money? I am 3 months in and still only have 14 scientists and 16 engineers It's random. You just got 'd
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# ? Nov 4, 2013 01:04 |
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poptart_fairy posted:Straight remake of the original. Literally zero updates except for the graphical fidelity. GUI, lack of tooltips and difficulty remain untouched. That would be awful.
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# ? Nov 4, 2013 01:05 |
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Personally I'd like to see the same thing as XCOM 2013 but with somewhat more detailed battlescape and totally reworked geoscape, to be more like Civilization. Actual AI player, globally controlling the aliens instead of a scripted abstraction.poptart_fairy posted:Straight remake of the original. Literally zero updates except for the graphical fidelity. GUI, lack of tooltips and difficulty remain untouched. There's always OpenXcom.
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# ? Nov 4, 2013 01:12 |
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Jack Trades posted:There's always OpenXcom. OpenXcom loving owns. Also it works perfectly with the Steam version
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# ? Nov 4, 2013 01:16 |
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Jack Trades posted:Personally I'd like to see the same thing as XCOM 2013 but with somewhat more detailed battlescape and totally reworked geoscape, to be more like Civilization. Actual AI player, globally controlling the aliens instead of a scripted abstraction. An AI player that played by different rules would not be much different from a scripted abstraction. I mean the original X-Com was actually fairly scripted, too, it just gave you the illusion that it was particularly dynamic.
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# ? Nov 4, 2013 01:18 |
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Panzeh posted:An AI player that played by different rules would not be much different from a scripted abstraction. I mean the original X-Com was actually fairly scripted, too, it just gave you the illusion that it was particularly dynamic.
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# ? Nov 4, 2013 01:21 |
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The extraction phase of that fishing village mission seems a little silly - if you just keep dashing the chryssladids will never be able to attack you until you reach the extraction zone / edge of the map! Funny that Sessler commentated that the simple math of it was "luck."
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# ? Nov 4, 2013 01:22 |
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zylche posted:It could be expanded into multiple factions like Apocalypse. Really a more flexible system and fewer fixed story soundbytes in missions would be great. Yeah, some more varied missions would be a good thing.
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# ? Nov 4, 2013 01:28 |
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poptart_fairy posted:Straight remake of the original. Literally zero updates except for the graphical fidelity. GUI, lack of tooltips and difficulty remain untouched. Sounds like you need to play this instead.
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# ? Nov 4, 2013 01:31 |
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I've never played the original! Only heard terrible, terrible stories.
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# ? Nov 4, 2013 01:40 |
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Space Hamlet posted:The extraction phase of that fishing village mission seems a little silly - if you just keep dashing the chryssladids will never be able to attack you until you reach the extraction zone / edge of the map! Funny that Sessler commentated that the simple math of it was "luck." In a way it was, just not as he was thinking it. It only would have taken 1 pack in the way for someone to get trapped and die
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# ? Nov 4, 2013 01:42 |
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I never played the original X-com; but looking at it from having EU being my first game, I want to say that I like the latter better. With 12 people or so I just get the feeling I won't be as attached to my soldiers as I am right now, plus having that many people just feels like I could just meat-grinder without any strong tactics like I have to pull in EU.
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# ? Nov 4, 2013 01:44 |
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poptart_fairy posted:I've never played the original! Only heard terrible, terrible stories. It's why we have openxcom. Literally ten times better because the interface is no longer as obtuse and terrible. It has goddamned tooltips.
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# ? Nov 4, 2013 01:45 |
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Brainamp posted:It's why we have openxcom. Literally ten times better because the interface is no longer as obtuse and terrible. It has goddamned tooltips. Oh poo poo, you're right. I only just made that connection in my head, haha. Might have to look into it at some point then.
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# ? Nov 4, 2013 01:45 |
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The expansion sounds absolutely fantastic and I can't wait to play it, but one thing worries me - the game will be way way easier. I mean, the new gene modifications, mechs etc. I just can't see any downside, the aliens only get few new units and no new abilities or weapons (I think), but Xcom gets a shitton of stuff.
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# ? Nov 4, 2013 01:51 |
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Attention Horse posted:The expansion sounds absolutely fantastic and I can't wait to play it, but one thing worries me - the game will be way way easier. I mean, the new gene modifications, mechs etc. I just can't see any downside, the aliens only get few new units and no new abilities or weapons (I think), but Xcom gets a shitton of stuff. They have buffed up the later game enemies and things like Sectopods will overwatch on discovery instead of running off, so it'll probably be at least equally difficult.
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# ? Nov 4, 2013 01:53 |
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Jack Trades posted:It's random. Actually in Long War you only get cash for abductions. To get scientists and engineers you need to get them from the monthly council report, build labs/workshops, or complete council missions.
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# ? Nov 4, 2013 02:03 |
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# ? May 11, 2024 09:06 |
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quote:Sectopod changes have been confirmed in later interview, stating that they get a new passive ability called Reinforced Armor which will cut all incoming damage in half. This sounds insane. I guess it won't be easy after all.
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# ? Nov 4, 2013 02:04 |