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Sardonik posted:I will be very impressed if they pull off making the game quality. It looked terrible at first, but now I'm kind of interested. Releasing Enemy Unknown first was a brilliant move on 2K's part. More of a reactionary than a brilliant move, but at least they get it now. I for one am fine with it, if it's cool I'll buy, if not I won't. Nice n easy.
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# ? Apr 24, 2013 15:50 |
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# ? May 25, 2024 21:28 |
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Sardonik posted:The Shooter is back: http://www.shacknews.com/article/78876/xcom-shooter-has-evolved-new-screen-revealed They've gone back to the drawing board with this game at least three times now? I remember last time they went back and added squad based 'tactical elements' because originally it was just a generic cover shooter. This thing has been in development hell for the last three years, and i'm surprised they haven't just cut their losses after the success of EU. I can't see them pulling it off at all personally.
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# ? Apr 24, 2013 15:59 |
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Just remake SWAT 4 with aliens and I'll be happy for this XCOM shooter.
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# ? Apr 24, 2013 16:18 |
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Yeah, I gotta fall on Supernorn's side of this - the more redesigns you go through with a creative project like this, the more jumbled and confused it ends up being at the end. You only need look at Duke Nukem Forever to get an idea of this. Duke3D oozed a lot of character that was pure Duke and had its own nice little niche as far as the shooting and the action. The early builds of DNF seemed to mimick a lot of that. Then when it finally came out, we got this schizophrenic mess that imported not just a lot of its mechanics from places that made no sense (2-weapon Call of Duty/Halo bullshit) but it also imported a lot of its personality and jokes from the internet, and that was also really jarring with who Duke was portrayed to be.
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# ? Apr 24, 2013 16:19 |
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"Refined their vision" is pretty much code for "Scrapped major parts of the game because they were broken/bad" and is almost never a good thing. I'll be pretty amazed if that game ends up being not awful.
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# ? Apr 24, 2013 16:37 |
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VDay posted:"Refined their vision" is pretty much code for "Scrapped major parts of the game because they were broken/bad" and is almost never a good thing. I'll be pretty amazed if that game ends up being not awful. Except that this is, you know, also exactly what happened in the process of making the XCOM strategy game.
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# ? Apr 24, 2013 16:46 |
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Iterative / agile development is oftentimes an excuse at the management level for "I have no loving idea what the hell we want to build, so we'll build 20 things and hope one of them works well enough to polish into a shiny turd." To be fair, that's the default for most software projects in general because most people jump into software projects going "MONEY! MAKE STUFF! BUZZZZWOORDDSS! GO GO GO." I wish I was exaggerating.
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# ? Apr 24, 2013 17:00 |
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Fangz posted:Except that this is, you know, also exactly what happened in the process of making the XCOM strategy game. This is not the same thing. The vision statement of Enemy Unknown never changed, what changed was how many various elements they could include without making it suck. The mission statement of the shooter has changed a couple of times now, which is way worse and not the same thing at all. necrobobsledder posted:I wish I was exaggerating.
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# ? Apr 24, 2013 17:33 |
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Fangz posted:Except that this is, you know, also exactly what happened in the process of making the XCOM strategy game. It's not though. Having to make major changes during a project is normal and fine as long as you're able to still move towards your end goal. Having to scrap major parts and then put out a PR statement saying that you've "refined your vision" as an excuse for developing the game for 3+ years is a pretty big red flag. Like I said there are always exceptions, and Enemy Unknown might even count as one of them, but there's a reason you rarely hear about game developers working on games for years and then coming up with some major, drastic change in the last year/6 months that suddenly makes the game way better. It's almost always a case of "Well poo poo guess that won't work. How much time/money do we have left?" and leads to sloppy, unpolished games being pushed out because the publisher didn't want to waste any more money on it.
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# ? Apr 24, 2013 19:24 |
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I need a name for my sniper, suggestions?
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# ? Apr 24, 2013 19:30 |
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Azzip posted:More of a reactionary than a brilliant move E: New RPS article: http://www.rockpapershotgun.com/2013/04/24/that-much-delayed-2k-marin-shooter-is-not-an-excom/#more-150716 Sardonik fucked around with this message at 19:35 on Apr 24, 2013 |
# ? Apr 24, 2013 19:31 |
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Nastyman posted:I need a name for my sniper, suggestions? Nice to see someone else with nearly the same class colour coding. I go with White with Supports though.
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# ? Apr 24, 2013 19:57 |
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Prison Warden posted:Nice to see someone else with nearly the same class colour coding. I go with White with Supports though. Yellow = Supports Green = Assaults Red = Heavies Black = Snipers Green means go. Black means death.
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# ? Apr 24, 2013 19:59 |
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beerinator posted:
Da Red Wunz Go Fasta!
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# ? Apr 24, 2013 20:07 |
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White supports, red heavies, blue snipers, pink assaults. That's the way I've always done it.
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# ? Apr 24, 2013 20:14 |
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Oh, I do it to blend in. Buddy of mine, makeup guy, he showed me how to do this. Corn starch. You know, some berries, a little licorice for the ladies. Suits my lifestyle, you know. I like to get out and do stuff. Just played nine mutons on the battleship. Just walked off. Nobody there.
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# ? Apr 24, 2013 20:35 |
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Keeshhound posted:Da Red Wunz Go Fasta! Yeah, that's how I go. Plus Green for recruits, because they are green, geddit? Yellow = Danger, so heavy Red = Aggression, so assault White = Medic support Blue = Support without med kit Black = Sniper Purple = Psychic Oh and one more Gold = Big drat hero, given out for exceptional bravery above and beyond the call of duty. So the rest of the squad can look up to them and be inspired.
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# ? Apr 24, 2013 20:40 |
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I tend to go with, Red and stormtrooper helmet- Rookies Bumblebee- Assault Orange-Heavy White- Support Green- Sniper Guile hair-Psychic
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# ? Apr 24, 2013 20:44 |
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olive drab = heavy grey = assault cream = support black = sniper purple = psi red(shirt) = rookie Also everyone gets hats/helmets, so the barracks start to look like a leukaemia ward.
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# ? Apr 24, 2013 20:49 |
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Ok, two questions Fangz:Fangz posted:Blue = Support without med kit I haven't played too much after beating EU once, but how often is that a useful setup? And: quote:Gold = Big drat hero, given out for exceptional bravery above and beyond the call of duty. So the rest of the squad can look up to them and be inspired. Don't you mean "so the squad knows when the aliens have killed the best of them, and panic even more?" or do you just not send them out on missions after they get their ceremonial gold armor?
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# ? Apr 24, 2013 21:12 |
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Squaddies are white. Sergeants and over are black. Rookies are red. Azran fucked around with this message at 21:16 on Apr 24, 2013 |
# ? Apr 24, 2013 21:13 |
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Keeshhound posted:Ok, two questions Fangz: I think Supports focused on smoke grenades/suppression/overwatch can be quite useful in their own right, although I usually take a medic support as well.
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# ? Apr 24, 2013 21:18 |
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Keeshhound posted:Ok, two questions Fangz: It seems like I usually get a ton of support soldiers, and well, one guy with a med kit is usually enough. I spec a few to throw down two dense smoke grenades per battle, with alien grenades in their inventory. This, with their sprint bonus, makes them fairly good at saving people's lives in instances where I make a miscalculation. As for gold squad, well, if they die then the rest of the squad had better avenge them and earn their own gold armour!
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# ? Apr 24, 2013 21:35 |
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Disproportionation posted:I think Supports focused on smoke grenades/suppression/overwatch can be quite useful in their own right, although I usually take a medic support as well. Ok, that makes sense. I'm so used to relying on supports for healing that I hadn't thought of smoke at all.
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# ? Apr 24, 2013 21:37 |
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I play pretty simplistically, and use simple squad loadouts. My go-to squads tend to be 3 snipers/3 assaults. I tend to set my snipers as high and back as possible while keeping LOS, and use the assaults as a scouting element that can also swarm when necessary. This works pretty well for supply barges and battle ships and other big maps. My other loadout is 3 assault/ 3 supports. This one is best for small maps and terror/bomb missions in the lategame when I've got plenty of high rank supports. I stat all supports with sprint>smoke and mirrors> suppression > combat drugs > extra pockets. And then they get loaded out with Titan armor, nano fiber vest, and chitin. They make pretty good tanks, and are very mobile when necessary. IMO, carrying medikits is a waste, and saving dudes wastes time that can be better spent making every alien on the map dead.
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# ? Apr 24, 2013 22:36 |
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Disproportionation posted:I think Supports focused on smoke grenades/suppression/overwatch can be quite useful in their own right I always keep one of these around because I like the idea of having a dedicated damage prevention unit. I don't use them for every mission like I do the medpack focused ones, but they come in handy surprisingly often when poo poo goes south.
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# ? Apr 24, 2013 22:42 |
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Nastyman posted:I need a name for my sniper, suggestions? Since she's a major, and Japanese, the only appropriate choice is Kusanagi.
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# ? Apr 24, 2013 22:44 |
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Fister Roboto posted:Since she's a major, and Japanese, the only appropriate choice is Kusanagi. Actually, she's a Colonel now I was thinking of naming her after the chick from Lost in Translation, in keeping with the Bill Murray theme (seriously, nobody noticed? ) but then I remembered she was American.
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# ? Apr 24, 2013 22:55 |
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I noticed when watching Beagle's playthroughs that his rookies have some sort of custom camos on their assault rifles. Is this something included with a DLC pack or is it a mod ? (google failed me on this one) For example: https://www.youtube.com/watch?v=bq9htbbUgYw&t=721s
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# ? Apr 24, 2013 22:56 |
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Probably this mod: http://xcom.nexusmods.com/mods/50
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# ? Apr 24, 2013 23:00 |
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Lynx posted:Probably this mod: Incidentally, this link is in the description of every single one of his videos
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# ? Apr 24, 2013 23:02 |
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Lynx posted:Probably this mod: Yep, that's exactly it. Thanks ! animatorZed posted:Incidentally, this link is in the description of every single one of his videos Derp, you're right. I looked everywhere except the most obvious place.
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# ? Apr 24, 2013 23:09 |
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Execu-speak posted:There was also the time proven room clearing tactic of rookie plus primed grenade. Everyone having a 0 Primed grenade in their pack when fighting any Chryssalid missions, especially terror missions.
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# ? Apr 25, 2013 01:00 |
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New Live and Impossible is up. Into the murder hole he goes!
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# ? Apr 25, 2013 01:16 |
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Dammit beagle, that's a backhoe not a bulldozer!
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# ? Apr 25, 2013 01:37 |
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Sphrin posted:Everyone having a 0 Primed grenade in their pack when fighting any Chryssalid missions, especially terror missions. It's been too long since OG xcom for me, did primed 0 grenades only go off when they left the soldier? Functioning like a suicide grenade? Did grenades even kill Chryssalids in the first game? I just remember sacrificing dudes with the HE explosive packs or rocket launchers to kill them.
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# ? Apr 25, 2013 02:10 |
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Another Person posted:New Live and Impossible is up. Into the murder hole he goes! On that subject, the following is from his mod change log: Beagle posted:Interesting OTS side note - removing the Squad Size upgrades quite possibly makes Asia an even less useful starting point. Another interesting side note - I'm still picking it as my starting continent, haterrrrs
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# ? Apr 25, 2013 02:37 |
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Coolguye posted:...The vision statement of Enemy Unknown never changed, what changed was how many various elements they could include without making it suck. The mission statement of the shooter has changed a couple of times now, which is way worse and not the same thing at all.
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# ? Apr 25, 2013 02:52 |
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Another Person posted:New Live and Impossible is up. Into the murder hole he goes! I've hit a similar situation on that map in the early game, with 3 left, and 6 floaters hiding way back at the end with a few sectoids still active. At that point, you really have to immediately dash way the hell back to near the start of the map, which he tried to do, but a turn too late. Its an awful situation, though. The balance changes he talked about sound a bit interesting. e: it seems like the soldier health nerfs + armor bonus changes are going to have unintended consequences on soldier hospitalization, since time wounded depends on how much damage is done to actual base health, and damage just to armor doesn't wound them. Although, what will actually probably happen is that they just get one shot a lot more. animatorZed fucked around with this message at 03:07 on Apr 25, 2013 |
# ? Apr 25, 2013 03:01 |
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# ? May 25, 2024 21:28 |
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animatorZed posted:I've hit a similar situation on that map in the early game, with 3 left, and 6 floaters hiding way back at the end with a few sectoids still active. It really is one of the worst maps in that it just has massive trenches with little to no cover in the middle of the map, between the truck and the bus, and between the truck and the yellow construction vehicle.
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# ? Apr 25, 2013 03:05 |