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I'm not surprised since what I've seen of the MEC troopers tells me that they easily will be dominating the early and mid game.
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# ? Nov 11, 2013 19:13 |
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# ? Jun 11, 2024 02:01 |
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Other reviews completely contradict the point. Reserve judgment as always.
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# ? Nov 11, 2013 19:16 |
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They need to do a Cydonia or TFTD expansion next(coming after the main game) with new fuckoff hard enemies. I'll play and enjoy this expansion, but this is why a TFTD or Cydonia expansion would be better. The game already got easy as hell at the end, why do we need even more broken abilities? quote:In what world do they need buffing?! Have you played the original game(UFO Defense)? They were so incredibly terrifying in that game, you would land, see them in a terror mission, and usually the best policy is to say "Sorry Sydney " and take off. It really added a layer to the game that this one doesn't have. Nail Rat fucked around with this message at 19:24 on Nov 11, 2013 |
# ? Nov 11, 2013 19:17 |
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Since people like me obviously don't deserve the game at the same time as the Americans, I will take solace in the fact that US/Canada goons will play the game for me and tell me how it is. And I hope all have learned till now that you simply cannot know if a game is good until it is out and the wider public has reviewed it or you played it yourself (see SotS2).
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# ? Nov 11, 2013 19:19 |
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I'm less worried about the game being easier and more interested in there being less of a first-hour hell hump to get over.
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# ? Nov 11, 2013 19:20 |
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Darkrenown posted:Some reviews! All is not lost, as this gives more reason to play in Impossible or use a mod like Implassic to make the game a little more challenging (sorry about the shameless self-plug of the mod).
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# ? Nov 11, 2013 19:25 |
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Speedball posted:I'm less worried about the game being easier and more interested in there being less of a first-hour hell hump to get over. It'd be nice if panic was tied more to your overall performance in the battlescape and council grading than the RNG determining that the aliens really like south america or something.
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# ? Nov 11, 2013 19:28 |
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It's not a Civ or Xcom game, but if Firaxis wants to keep remaking Microprose properties, I would love to see an update of Darklands. They could even have expansions where you play in other countries during similar periods. The game is surprisingly fun to play, especially character creation and the mid-game after you've ground up some fighting skill, but it is just crazy old at this point and kind of awkward to use.
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# ? Nov 11, 2013 19:29 |
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nnnotime posted:That will be the new Clormal difficulty mode (Classic+Normal). This is definitely getting installed once I've played through Normal and Classic EW, I really appreciate it! From what I gather of XCOM:EU's development process, they spent several years spinning their wheels and rapid-prototyping many different potential games. The "vertical slice" archive footage they showed in Polygon has absolutely nothing in common with the final XCOM:EU, for instance. The final game they pushed out really knocked it out of the park conceptually, but they really had to crunch like hell to clean up one of those rapid prototypes and make it shippable, and it shows. It's still a fantastic game, don't get me wrong. Given how successful EU was and the fact that companies generally like money, I'm sure they'll do a full-fledged follow-up, this time with a much clearer plan for the engine's foundations. Particularly with Enemy Within, it looks like Firaxcom is stepping out of UFO Defence's shadow and cutting its own path as an excellent game (series) in its own right.
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# ? Nov 11, 2013 19:49 |
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Mr Dog posted:Given how successful EU was and the fact that companies generally like money, I'm sure they'll do a full-fledged follow-up, this time with a much clearer plan for the engine's foundations. Particularly with Enemy Within, it looks like Firaxcom is stepping out of UFO Defence's shadow and cutting its own path as an excellent game (series) in its own right. Yeah, I tend to think that Firaxis should just design what it wants to make in the X-com game, and leave the loyal remakes to stuff like Xenonauts.
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# ? Nov 11, 2013 19:52 |
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Stepping out of the shadow of the past to make their own thing is probably in their own best interests. The grognards can still go back to 1994 X-Com and we can have new cool stuff too. I totally wouldn't have expected gene modification, giant cyborg teammates or human terrorist groups in an XCOM follow-up. (Well, okay, Apocalypse had the option of human enemies but it never really happened much)
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# ? Nov 11, 2013 19:54 |
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Lotish posted:It's not a Civ or Xcom game, but if Firaxis wants to keep remaking Microprose properties, I would love to see an update of Darklands. They could even have expansions where you play in other countries during similar periods. The game is surprisingly fun to play, especially character creation and the mid-game after you've ground up some fighting skill, but it is just crazy old at this point and kind of awkward to use. I'm actually kind of hopeful for a Gettysburg remake. It's been long enough, right? That or a Railroad Tycoon game. I miss those games
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# ? Nov 11, 2013 19:54 |
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Torrannor posted:Since people like me obviously don't deserve the game at the same time as the Americans, I will take solace in the fact that US/Canada goons will play the game for me and tell me how it is. And I hope all have learned till now that you simply cannot know if a game is good until it is out and the wider public has reviewed it or you played it yourself (see SotS2). While I of course could never comment on a SotS2, there was another 4x game a little more recently called Legends of Pegasus. Before release you knew it was going to be terrible, they posted no gameplay videos, there were no previews, in fact, reading their website I was not even sure of the genre. There was literally no information about it. Bad games always try to hide their gameplay before release. XCOM, on the other hand, posts a LOT of gameplay videos, and this was one of the things that really sold me on EU before release. EW really can't be terrible, too many people are playing it and posting videos. Worst case balance may be off and some EU bugs might not be fixed still, but it's pretty much impossible to be LoP levels of broken.
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# ? Nov 11, 2013 19:56 |
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Handsome Ralph posted:I'm actually kind of hopeful for a Gettysburg remake. It's been long enough, right? I'd love to see a modern remake of Gettsyburg. Take Command was interesting, but Gettysburg was designed in a particular way that makes it more enjoyable to play, in my opinion.
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# ? Nov 11, 2013 19:57 |
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All the reviewers have been saying the same thing, and it wasn't really difficult to notice - that MECs are overpowered as gently caress. And unfortunately they haven't done anything to make the endgame not a joke
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# ? Nov 11, 2013 20:07 |
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nnnotime posted:There will be such a mod. In the next Implassic release (later this week) I'm going to add two variations that give one the Normal Geoscape for both Implassic and regular Classic difficulties. If that is not sufficient you can tweak the mod files yourself. I had problems installing the implassic mod when I'd installed X-Com outside of the normal Steam Directory. Can you add an option to specify the current Steam directory for X-Com?
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# ? Nov 11, 2013 20:14 |
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Mr Dog posted:This is definitely getting installed once I've played through Normal and Classic EW, I really appreciate it! I'm all for them trying new stuff, but I still really desperately hope they decide to do an EU-styled reimagining of Terror from the Deep. TFTD was an amazing concept and setting utterly ruined by terrible gameplay and awful bugs, so I'd like to see someone do it justice.
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# ? Nov 11, 2013 20:23 |
^^ Was it? I mean, they had some sort of neat alien concepts, but a few of them needed more fleshing out/replacing (like Tasoths). And supersonic submarines were a bit , not to mention why mind control didn't continue to work underwater (all those first war psychics weren't any good anymore?), how implant-based "molecular control" affected humans, and plenty of other weirdness. Though undersea aliens with a fair bit of Cthulu-esque weirdness wouldn't be awful, and the sea floor was definitely spookier than farmer's fields, I'm not sure the world needs more TFTD. I'd rather see an Apoc reimagining, as that would make an even better boardgame geoscape.
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# ? Nov 11, 2013 20:34 |
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ThePeavstenator posted:Hopefully this fixes the incredibly annoying teleporting behavior that always ruins my breaches. I make sure everyone's reloaded, lined up by a door, and prepare to attack a group of aliens I can hear but haven't seen. Then on the turn I'm about to ambush the aliens, they've teleported across the map to the opposite side of me, undoing a few turns of preparation. The I managed to kill them without losing anyone, but that was complete bullshit. I would gladly take longer alien turns (which aren't even that long on my old i5 desktop), if it meant the aliens actually walked instead of teleporting. It's especially infuriating when they teleport further than they could sprint. That game they probably teleported 4 full turns worth of sprinting in a single move.
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# ? Nov 11, 2013 20:36 |
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I'm debating picking up Slingshot at the same time as Enemy Within. Is Slingshot worth it for the gameplay? It sounds like it just increases the initial difficulty without doing much else.
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# ? Nov 11, 2013 20:37 |
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Ersatz posted:I'm debating picking up Slingshot at the same time as Enemy Within. Is Slingshot worth it for the gameplay? It sounds like it just increases the initial difficulty without doing much else. Only worth it for the hats, in my opinion.
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# ? Nov 11, 2013 20:41 |
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Ersatz posted:I'm debating picking up Slingshot at the same time as Enemy Within. Is Slingshot worth it for the gameplay? It sounds like it just increases the initial difficulty without doing much else. Slingshot gives you a shitpile of alloy and elerium, which makes the mid game much easier. Plus you get early blaster launchers, which also make the mid-late game easier. The only tricky bit is the second mission, but if you bring two heavies it's not even that bad.
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# ? Nov 11, 2013 20:43 |
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oswald ownenstein posted:All the reviewers have been saying the same thing, and it wasn't really difficult to notice - that MECs are overpowered as gently caress. How do you repair MECs in the field, the arc thrower foundry upgrade?
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# ? Nov 11, 2013 20:50 |
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Mr.Pibbleton posted:How do you repair MECs in the field, the arc thrower foundry upgrade? I think some get the ability to self-repair slightly.
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# ? Nov 11, 2013 20:50 |
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HaitianDivorce posted:Yeah, just dress it up as an endorphin rush perfected by millennia of alien genetic engineering or something, give them visual cues so you know which ones to prioritize (bioluminescence, frills, tons of drool, whatever) and give 'em nasty AI that has them doing poo poo like hiding on rooftops just out of sight and we might have something as terrifying as the original Chryssalid. It would give you a nasty dilemma between fanning out as fast as possible to stop them or saving one civilian and then hunkering down and would generate tons of hilarious/horrifying stories, which is basically what XCOM's all about, right? I don't think any "Real" (Aka, better than my "Well, I beat Normal" rear end) players will be anywhere close to satisfied with New Chrysalids until they have what I consider their defining gimmick. Not their ability to move a million tiles then kill several people in one turn. Not the fact they can tank a High Explosive rocket to the face and not even flinch (My first memory of them being that, then the second one tanking three Laser HWP shots to the face). Not the fact they make instant zombies. No, the defining gimmick of the Chrysalids was that their zombies will hatch into a fresh chrysalid on death, if you don't kill them with fire or explosives. Add that in, and Vahlen bitching about explosives every time you properly kill a zombie, and then we'll have something close. Without that, they will never be "proper" Chrysalids. But I'm perfectly fine with that.
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# ? Nov 11, 2013 20:51 |
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dumpster17 posted:supersonic submarines This is actually (potentially) a thing http://en.wikipedia.org/wiki/Supercavitation
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# ? Nov 11, 2013 20:53 |
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Those screens of the EXALT base look fly as hell. When do we get to play as those guys?
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# ? Nov 11, 2013 20:59 |
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DOCTOR ZIMBARDO posted:Those screens of the EXALT base look fly as hell. When do we get to play as those guys? Around two months ago in the critically-acclaimed The Bureau: XCOM Declassified.
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# ? Nov 11, 2013 21:08 |
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Meis posted:Does anyone know which lines from which ini file you're supposed to delete to make loading times get quicker? I remember there being a bug where if you have the DLC the game will attempt to load certain things multiple times, making things take longer and longer because the number of times goes up by 1 every time you launch the game... Right here. Oh hey, something new about it: TES Nexus posted:01 Oct 2013: The root cause of this problem has been identified as the format of the all the "Package" entries in the [Engine.PackagesToFullyLoadForDLC] section of DLC's XComEngine.ini file. The 'dot' preceeding the keyword "Package" is a UE3 Special Character and needs to be replaced with a 'plus', as in: Neat.
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# ? Nov 11, 2013 21:28 |
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Section Z posted:Some weaker than melee short range poison darts so they have something to do when just outside melee range/arn't allowed to attack up or down one tile. Sure, Titan armor and upgraded medkits make you immune to poison over time, but they would still hurt a little and keep you from waving your dick in the air in front of em feeling untouchable.
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# ? Nov 11, 2013 21:44 |
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I don't know about you but they turn their victims like 100% of the time for me, even if they don't play the "put eggs down their neck" animation.
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# ? Nov 11, 2013 21:46 |
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Section Z posted:No, the defining gimmick of the Chrysalids was that their zombies will hatch into a fresh chrysalid on death, if you don't kill them with fire or explosives. Add that in, and Vahlen bitching about explosives every time you properly kill a zombie, and then we'll have something close. Without that, they will never be "proper" Chrysalids. But I'm perfectly fine with that. Chrysalids need to be able to do half-damage attacks or non-zombifying attacks-that-snare or something as a free action after a double-move, kind of like Run-and-Gun. Or just give them Run-and-Gun with the cooldown so they can't always do it. As is, they're really easy to kite most of the time. The ability to have a poison shot that slows targets significantly would also help. Also, they're more dangerous when mixed in with ranged enemies, so doing that more would also be good. They're definitely more dangerous in Long War just because of the increased pack size and increased number of packs. 3 'lids at once are easy to deal with. 5 of them with another pack of 5 Floaters/Mutons/whatever can really gently caress you up because the two best ways of dealing with 'lids (ignoring cover and bunching up so everyone gets a good shot) mean you're going to get crit-shot or grenaded. I'm not saying that all of the Run-and-Gun stuff or extra abilities should be added onto current Chrysalids, but there should be something like "elite" 'lids that show up later with some or all of the above upgrades. edit: Speedball posted:I don't know about you but they turn their victims like 100% of the time for me, even if they don't play the "put eggs down their neck" animation.
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# ? Nov 11, 2013 21:48 |
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Speedball posted:I don't know about you but they turn their victims like 100% of the time for me, even if they don't play the "put eggs down their neck" animation. On Easy and Normal, if a Chrysalid kills a civilian you can't see, they don't turn into a zombie, on Classic they have a 50% to and on impossible it is 100%.
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# ? Nov 11, 2013 21:49 |
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dumpster17 posted:^^ TFTD rocked. Chrysalids are nice, but nothing beats Tentaculats. Underwater fights had awesome atmosphere, I liked the ruins on the floor of the ocean, and I cannot remember any enemy in the first XCOM as durable as the Lobstermen. And you had no weapon with infinite ammo. And underwater bases were infinitely more awesome than the bases of the first game.
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# ? Nov 11, 2013 22:47 |
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Does anybody know of any mods that make iron will retroactive? If not, could I go into the game files and change it so I just start with it? I really hate how a non-retroactive iron will splits my squad into "B team has-beens" and "rookies".
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# ? Nov 11, 2013 22:53 |
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Mr.Pibbleton posted:How do you repair MECs in the field, the arc thrower foundry upgrade? Medikit, same as anyone else.
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# ? Nov 11, 2013 22:57 |
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TroubledWaters posted:Does anybody know of any mods that make iron will retroactive? If not, could I go into the game files and change it so I just start with it? I don't see why this should happen. Will is almost entirely meaningless for high-ranking non-PSI soldiers. Sectoid Commanders and Ethereals ought to die the turn they are activated, so you shouldn't have to worry about mind control. And once they get a few ranks under their belt, they probably won't do much panicking.
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# ? Nov 11, 2013 22:58 |
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TroubledWaters posted:Does anybody know of any mods that make iron will retroactive? If not, could I go into the game files and change it so I just start with it?
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# ? Nov 11, 2013 22:58 |
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Skuzal posted:On Easy and Normal, if a Chrysalid kills a civilian you can't see, they don't turn into a zombie, on Classic they have a 50% to and on impossible it is 100%. I had some real fun on a Impossible Terror mission once where I ended up on that "Military Depot" map (the one with all the tanks and stuff) where pretty much all the civilians got eaten before I could get to them. It ended up being one of the bloodiest and nastiest fights I ever have done in XCOM
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# ? Nov 11, 2013 23:02 |
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# ? Jun 11, 2024 02:01 |
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Vengarr posted:I don't see why this should happen. Will is almost entirely meaningless for high-ranking non-PSI soldiers. Sectoid Commanders and Ethereals ought to die the turn they are activated, so you shouldn't have to worry about mind control. And once they get a few ranks under their belt, they probably won't do much panicking. I still wish they'd do more with Psi abilities than they did.
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# ? Nov 11, 2013 23:16 |