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If there's all this extra poo poo to do, it had better start appearing AFTER the first two months. That or the first two months need to be slowed down a lot. There isn't any extra room for more stuff there; it'll be impossible to get through it on higher difficulties.
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# ? Oct 10, 2013 02:15 |
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# ? Jun 8, 2024 05:33 |
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Demiurge4 posted:It's frustrating when the people showing off a game expansion seem to have no experience with the game. It also occurred to me that a lot of lovely AI is being pawned off as "oh yeah Exalt are fanatics, they'll prioritise the encoder", when in reality those Exalt goons are rushing to the next objective and ending their turns flanked because the tactical AI is just poor. Looks like he had enough experience with the game to know how to show off every aspect of that mission in the 20 minutes or so that he had available. These videos do not exist to showcase anything except the bad guys, he even explicitly said they didn't put MECs in there for that reason.
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# ? Oct 10, 2013 02:21 |
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S.J. posted:Looks like he had enough experience with the game to know how to show off every aspect of that mission in the 20 minutes or so that he had available. These videos do not exist to showcase anything except the bad guys, he even explicitly said they didn't put MECs in there for that reason. Which is why it is idiotically goony to sit there yelling at your screen about the player's tactical errors. I mean, come on, Mr Dog was disgusted that these mistakes meant the player wasn't going to be able to "put in a good showing". Not. The. Point. Did you see the bad guys do a bunch of stuff? Yeah? Then calm the gently caress down, Mr Dog.
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# ? Oct 10, 2013 02:30 |
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Demiurge4 posted:The Alien AI doesn't have a capture the flag mechanic, it is entirely devoted to killing the player. Exalt having specific goals presents challenges that I'm sure are hard to overcome because AI is always hard. It was just that, when I heard the developer wave away a clear tactical blunder by the AI as them being fanatics, I felt he wasn't being truthful. Hi all! I think this is my 2nd post on SA, so go easy on me. The EXALT AI was pretty tough to get right. It was hard to get them to feel like they were pursuing the objective hard if they were also prioritizing cover the same way enemies usually do. So we made the decision to designate some of them to disregard cover if necessary in order to get to the objectives. They still want to be in cover, but they want the objective more. They can also afford this, since they have an advantage in numbers (and in attitude, as the "fanatic" exchange indicated). Quantity has a quality all its own, as a certain dictator once said. Sometimes EXALT reinforcements will end up flanked when they enter the map. This is because we decided it would be unfair to the player for reinforcing enemies to be aware of player positions. We would rather have enemies that look a little dumb or unaware than let them "cheat" in that particular way, just like sometimes your guys will make a fast move to get somewhere and end up in a bad position because you couldn't see the aliens nearby. Clever players will start to see maps a little differently as they prepare for incoming reinforcements, as opposed to sweep-and-kill tactics appropriate to the base game. Also, I like reading SA, but I can't post regularly. If someone says something and I don't chime in, and then forum-goers start assuming I have nothing to say because I don't post a reply, then I'll have to stop reading SA (and forums generally). Which would suck. But this specific issue is something that's unlikely to come up in interviews, so I wanted to say something about it.
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# ? Oct 10, 2013 02:57 |
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agauntpanda posted:Hi all! I think this is my 2nd post on SA, so go easy on me. Thanks for posting! Are EXALT an offshoot of the 60s XCOM?
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# ? Oct 10, 2013 03:00 |
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agauntpanda posted:Hi all! I think this is my 2nd post on SA, so go easy on me. Thanks for the info man, that makes sense. About what month do Exalt start showing up in Classic/Imp playthroughs? Month 2-3?
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# ? Oct 10, 2013 03:33 |
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Mr Dog posted:Is there a video of somebody who has actually played this game before playing EW? Yeah, there is, it's the video you were just complaining about. Played by a Firaxis employee who is working on the game.
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# ? Oct 10, 2013 03:38 |
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Mr Dog posted:Yeah seriously. Only 5% of the playerbase have finished the game on Classic. Most people don't play like us, people posting on forums about the game are probably the only people who actually use the auto-win tactics we take for granted. http://steamcommunity.com/stats/XCOMEnemyUnknown/achievements/
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# ? Oct 10, 2013 03:56 |
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So aside from new stuff, do we have any idea if they're doing any other balance changes? I'm really hoping for a sexy Civ5 style rebalancing.
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# ? Oct 10, 2013 03:56 |
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oswald ownenstein posted:So aside from new stuff, do we have any idea if they're doing any other balance changes? End game enemies are going to be significantly stronger. The only one I remember them mentioning in particular are sectopods.
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# ? Oct 10, 2013 04:07 |
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Haven't they also hinted at re-balancing certain perks? I know Deep Pockets was moved to a Foundry project that applies to everyone, and I swear I read something about them wanting to make certain perks more useful to compete with "easy" choices like Squadsight. Can't remember the specifics, though, so it might've been a fever-dream.
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# ? Oct 10, 2013 04:10 |
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Generic American posted:Haven't they also hinted at re-balancing certain perks? I know Deep Pockets was moved to a Foundry project that applies to everyone, and I swear I read something about them wanting to make certain perks more useful to compete with "easy" choices like Squadsight. Can't remember the specifics, though, so it might've been a fever-dream. No, they did do that. They reduced Snap Shot's aim penalty to -10, made Squad Sight shots unable to crit unless you also used Headshot, among other things. Not to mention there's supposed to be a Second Wave mod that randomizes skill trees past the first promotion. I wonder if it just changes the order or allows cross class skills. Rapid Fire heavies, anyone?
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# ? Oct 10, 2013 04:18 |
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Generic American posted:Haven't they also hinted at re-balancing certain perks? I know Deep Pockets was moved to a Foundry project that applies to everyone, and I swear I read something about them wanting to make certain perks more useful to compete with "easy" choices like Squadsight. Can't remember the specifics, though, so it might've been a fever-dream. Oh! Yeah. -Snipers can no longer critically strike when firing at Squadsight ranges. -Snap shot's penalty is reduced by half or something. -Deep pockets now grants you double uses on an item (so for example a support can carry 2 slots of 2 grenades if they have the 2 item-slot foundry project researched) -Supports' covering fire ability is now called Hamedo and activates before the enemy fires. -Assaults can move-shoot-move now when using Run & Gun, can't remember if it's a new perk or just an addition to their base class ability.
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# ? Oct 10, 2013 04:19 |
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A lot of no-brainer choices are being looked at, so for example Snapshot is having the aim penalty reduced to -10 and Squadsight shots can't crit unless Headshot is being used. Assaults are having a perk that lets them fire as a free action if they move within 4 tiles of an enemy, I can't recall where that's being put on the tree. I assume heavies will have HEAT ammo versus double-overwatch looked at but I haven't read anything about it.
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# ? Oct 10, 2013 04:20 |
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They could also make the Ghost suit only have 2 charges, and +10 defence. Since most people would still wear that over Titan, it shows just how unbalanced it currently is
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# ? Oct 10, 2013 04:20 |
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Count Uvula posted:Oh! Yeah. That is super duper lame and I will totally be modding that back in if I can.
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# ? Oct 10, 2013 04:31 |
I haven't seen anything, but do we have any idea if they're going to make the ordinary weapons progression less linear and boring?
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# ? Oct 10, 2013 04:32 |
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Jeez, you post an ill-considered rant and one of the developers ends up reading it I feel stupid now. e: Particularly since I liked XCOM:EU enough to dump a good 200 hours into it. You're right though, things do end up running off a script after a while, the MELD time pressure should at least force a few more risks, and hopefully it won't be as extreme as the second Slingshot mission. Sapozhnik fucked around with this message at 04:39 on Oct 10, 2013 |
# ? Oct 10, 2013 04:34 |
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Count Uvula posted:-Supports' covering fire ability is now called Hamedo and activates before the enemy fires. Someone on that team loves FFT as much as I do
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# ? Oct 10, 2013 04:37 |
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dud root posted:They could also make the Ghost suit only have 2 charges, and +10 defence. Since most people would still wear that over Titan, it shows just how unbalanced it currently is I was thinking about this, how Ghost is better than Titan for almost every purpose and whether something could or should be done about it. It would be interesting if you could upgrade your armors, either through a late-game Foundry project or, better yet, a mod slot on the armor itself (insert a +move or +HP mod) so that you could take your pick of say, Titan, Archangel or Ghost depending on the situation at hand. It's not a huge issue really but I love the look of all three late-game armors (with the helmet equipped) so I'm all for more features that let me distinguish my pretty soldiers on the battlefield.
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# ? Oct 10, 2013 04:39 |
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S.J. posted:Someone on that team loves FFT as much as I do Yeah, FFT is the first thing I thought of when reading that
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# ? Oct 10, 2013 04:42 |
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I'm wondering if the "no XCOM/EXALT/Aliens battle royale" decision is due to gameplay constraints or has something to do with the story. EXALT and XCOM fighting to loot a downed UFO would make for a great mission. e: Speaking of running off a script: I know they're still non-committal about an SDK, but even just map-making tools for XCOM would be really rad. User-made maps would extend replayability massively, maybe even moreso than procedurally-generated maps did for the original. I'd still be playing if I wasn't sick to death of that goddamn rainy street level. You know the one. Vengarr fucked around with this message at 04:51 on Oct 10, 2013 |
# ? Oct 10, 2013 04:43 |
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Vengarr posted:I'm wondering if the "no XCOM/EXALT/Aliens battle royale" decision is due to gameplay constraints or has something to do with the story. EXALT and XCOM fighting to loot a downed UFO would make for a great mission. That would be neat, but probably has even more AI issues to deal with. chami posted:No, they did do that. They reduced Snap Shot's aim penalty to -10, made Squad Sight shots unable to crit unless you also used Headshot, among other things. IIRC, it does allow cross-class skills, except for skills that require access to specific equipment. (i.e. can't get shredder rocket on a dude with no launcher) It also doesn't apply to the first skill, so snipers will always have headshot and assaults run and gun, etc. Heavies have terrible aim already, I don't expect rapid fire would be that useful. "Hamedo" would be awesome on a squadsight sniper, but sadly those are both at the same rank. Rapid Fire + Double Tap, on the other hand...
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# ? Oct 10, 2013 04:53 |
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I would so much rather see squadsight just become baseline and the perks be adjusted from there. It's really pivotal for the class and even snapshot isn't that great when you're doing it from the same sight-limited range that every other class shoots from.
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# ? Oct 10, 2013 05:03 |
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Deuce posted:That would be neat, but probably has even more AI issues to deal with. I'm just gonna keep rolling until I get a Bulletswarm Rapid Fire heavy.
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# ? Oct 10, 2013 05:08 |
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Geight posted:I'm just gonna keep rolling until I get a Bulletswarm Rapid Fire Squad Sight Low Profile heavy. Welcome to Earth.
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# ? Oct 10, 2013 05:11 |
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Vengarr posted:I'm wondering if the "no XCOM/EXALT/Aliens battle royale" decision is due to gameplay constraints or has something to do with the story. The AI would have to actually work properly and not just teleport enemies around until you see them (and sometimes after if you're cloaked) in order for that to be viable.
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# ? Oct 10, 2013 05:20 |
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Is their a list of whats new in EW?
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# ? Oct 10, 2013 06:42 |
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Theparker posted:Is their a list of whats new in EW? http://xcom.wikia.com/wiki/XCOM:_Enemy_Within
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# ? Oct 10, 2013 06:47 |
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S.J. posted:Thanks for the info man, that makes sense. About what month do Exalt start showing up in Classic/Imp playthroughs? Month 2-3?
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# ? Oct 10, 2013 07:57 |
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Yeah I'm also a little worried that debuffing squadsight while slightly buffing snapshot just leaves everything a bit unsatisfactory. Maybe it's the fact my last run was on impossible but even a -10 penalty would make a lot of shots not worth it. Then without sniper crits I'd think that's going to leave a lot more wounded but very much alive aliens on the battlefield. If squadsight was left as is, but the aim penalty on snapshot was removed entirely that'd make a better choice I feel. With the new emphasis on rush tactics (and those invisible aliens) then you'd be happier to have a snapshot sniper that moves up with everyone else.
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# ? Oct 10, 2013 08:47 |
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I'm okay with squadsight getting nerfed a bit, regardless of what other changes get made. It's simply too good both in terms of raw number output and opportunity cost.
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# ? Oct 10, 2013 08:55 |
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This is a really minor thing but I hope you get to use the Exalt gun models as alternatives for your ballistic and laser weapons cause they look pretty cool.
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# ? Oct 10, 2013 10:11 |
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Insert name here posted:This is a really minor thing but I hope you get to use the Exalt gun models as alternatives for your ballistic and laser weapons cause they look pretty cool. One of the recent articles mentioned that you can capture them
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# ? Oct 10, 2013 10:32 |
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Veotax posted:Giant Bomb has a preview up, shows the other kind of Exalt mission. So, uh, when Xcom agents die they go bald. Is that a new bug? My guys always wear helmets so I have no idea if it currently happens. Mortabis posted:The AI would have to actually work properly and not just teleport enemies around until you see them (and sometimes after if you're cloaked) in order for that to be viable. Thought EW was removing teleporting? Since covert ops agents can only use pistols, I hope the foundy upgrades work now.
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# ? Oct 10, 2013 10:34 |
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Darkrenown posted:So, uh, when Xcom agents die they go bald. Is that a new bug? My guys always wear helmets so I have no idea if it currently happens. That bug is ancient, it even showed up in press demos for the base game. Sometimes XCOMs get shot so hard their headgear flies off. Restricting them to pistols only makes me want to get Gunslinger for a dedicated infiltrator.
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# ? Oct 10, 2013 10:41 |
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Funny how the dev talks about how the covert operative isn't wearing armor, but he clearly has more health than all the "armored" soldiers Edit: Ugh there's still the drop-in overwatch guys, god knows they'll appear in the same place and time every game. Space Hamlet fucked around with this message at 11:26 on Oct 10, 2013 |
# ? Oct 10, 2013 11:23 |
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Darox posted:That bug is ancient, it even showed up in press demos for the base game. Sometimes XCOMs get shot so hard their headgear flies off. It's clever. Your best bet is to send a levelled sniper as the infiltrator, but because he only shows up with a pistol that means that even before the nerfs to squad-sight you aren't going to be dual-sniping your way around the map.
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# ? Oct 10, 2013 11:34 |
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Ha, 24:45 in that Rev3 video. Ananda knows that the camera moving that way means the shot's gonna connect. Surprised they didn't take that out.
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# ? Oct 10, 2013 11:37 |
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# ? Jun 8, 2024 05:33 |
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Space Hamlet posted:Funny how the dev talks about how the covert operative isn't wearing armor, but he clearly has more health than all the "armored" soldiers A nice touch I noticed in the Rev3 video is that when those guys drop from the sky you briefly hear a helicopter. I wonder if alien-dropping is now accompanied by a UFO flyover sound bite.
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# ? Oct 10, 2013 11:57 |