X-com remake

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Re: X-com remake

Postby Quantumsurfer » Tue Dec 02, 2014 4:22 pm

I've found, up to normal difficulty at least, that the game has narrative trigger points.  You can easily stomp everything in sight if you overbuild up to that point.  It doesn't break the progression so much as stretches it.
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Re: X-com remake

Postby Tzan » Tue Dec 02, 2014 4:29 pm

In the tutorial you should only lose maybe 2 guys.

My first time, on normal, I only lost 2 guys for the whole game, not counting the tutorial loses.
I may have restarted during a battle once but it wasn't to save a death.

The second time I played on easy, I don't think there is much difference.

Losing your best guys is going to mess up the game.
I always run with extra armor not fancy toys, except for medical kits of course.

What QS means is: Build up your forces and intentionally don't do goals too fast. Let them sit for a while, get better gear and exp, then do a goal.
Thats probably the best advice. This is a government job after all.
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Re: X-com remake

Postby Quantumsurfer » Tue Dec 02, 2014 5:14 pm

Much better said, yes.

I also build a back up squad.  Guys are going to get hurt and knocked out of the game for awhile.  Inevitably, a mission will crop up while they're in sickbay.  So you'll want somewhat competent guys to step in for them.  I do this by including 2 inexperienced guys in every non story regular mission (splashed ufos and whatnot).  To ensure I can still handle any scenario, I make sure to buy the ability to carry 6 guys into a mission right away.  I try to let the newbies get the kills but I back them off if they get in danger and let my badasses handle things.  Once you get 3-4 guys promoted a couple of times, they're pretty much good to go as backups.

Another thing I notice that helps with survivability is to use the beejesus out of medals and genetic enhancements (if you have the expansion).  I also agree with getting armor researched and equipped before weaponry.  And use cover as much as possible, even if you have to pull up short.  I find that it is rarely worth it to sprint.  Sometimes the game forces you to make that decision (like nabbing Meld before it goes away) but, for the most part, a steady tactical advance will win most battles.  The Ghosted Assault Trooper with the Alloy Cannon who runs and guns to rapid fire at point blank range is the exception, obviously.
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Re: X-com remake

Postby Silverdream » Tue Dec 02, 2014 9:57 pm

Tzan wrote:My first time, on normal, I only lost 2 guys for the whole game, not counting the tutorial loses.


Okay, Napoleon.
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Re: X-com remake

Postby Warhead » Sun Dec 07, 2014 8:55 am

My experiences with X-Comb...

Don't do what Shadow does on his YouTube.

Sort out your zones of control so that you have overwhelming fire superiority when you reveal the next enemy units. Use cover, always! The enemy will often rush into a brikwall of deadly fire, make sure you let them. Tank your assault dude and medic so they can scout or revive units respectively while taking a few risks from op fire without too much danger. Every other member of the team should be a heavy or sniper. Don't push too far too fast or you'll end up with ever mounting avoidable losses. Also, missiles, missiles rule.

I get my own account for xbox 360 live this Saturnalia and challenge any of you that have the balls to a game!..  :twisted:
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Re: X-com remake

Postby mgb519 » Sun Dec 07, 2014 2:47 pm

X-Com isn't cross platform, is it? i mean, can you pllay against people on different systems? Because otherwise it seems I'll have to settle for a rematch against Shadowscythe *AHEM*
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Re: X-com remake

Postby Silverdream » Sun Dec 07, 2014 4:57 pm

X-com should have 4 player cross-system multiplayer, so we can all fight it out.
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Re: X-com remake

Postby Quantumsurfer » Sun Dec 07, 2014 6:10 pm

I've got it on PC.  I'd be happy to do multiplayer battle.
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Re: X-com remake

Postby Silverdream » Mon Dec 08, 2014 12:24 am

Also, the results of my anime playthrough (still not finished):

Spoiler: show
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Image

Image

Image

What I've learned is that Magical Girls are cursed, Black Lagoon characters do good for the most part and Kill la Kill and TTGL characters love to die.
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Re: X-com remake

Postby Tzan » Mon Dec 08, 2014 11:35 am

You posted the same image twice.
But it does make your dead pile look more impressive.
Considering how many dead guys there are, its surprising how many kernels you have.

http://teachinghistory.org/history-cont ... rian/22270
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Re: X-com remake

Postby Zupponn » Mon Dec 08, 2014 7:41 pm

I like the last paragraph of the article:

teachinghistory.org wrote:Now here's a question for you to research: When Brits pronounce the rank of Lieutenant Colonel, why do they sometimes pronounce the word "Lieutenant" as if it were spelled "Lef-tenant?"
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Re: X-com remake

Postby Falk » Sat Feb 28, 2015 5:54 pm

So tomorrow is the day of the alien invasion. Thoughts?

Also, has anyone played the Long War mod for Enemy Within?
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Re: X-com remake

Postby Silverdream » Sat Feb 28, 2015 7:20 pm

Falk wrote:So tomorrow is the day of the alien invasion. Thoughts?

Also, has anyone played the Long War mod for Enemy Within?


That mod looks awesome, how is it?
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Re: X-com remake

Postby Falk » Sat Feb 28, 2015 8:19 pm

It's really fun, but much harder than vanilla, and takes quite a bit longer. I did a normal vanilla campaign in a couple days, but I just got to the Overseer UFO a couple days ago in LW, I think I've been playing for 2 months on that save.

All the classes are split into two sub-classes with new perk trees, which is awesome. MECs get special perk trees based on the sub-class they came from. The aliens level up gradually, so early game aliens are still dangerous most of the game. The air game is pretty hard, especially before you get laser cannons. Psi got new abilities too, and the gene mods got changed up a bit I think. Medals get replaced by officers, who can't get psi'd or chopped into MECs, but give the squad bonuses unlocked through the OTS. You start at 6 soldiers in a squad, which is nice and needed because of the extra classes. Another thing added is fatigue, which makes the soldiers have to wait a couple days after each mission before being able to go again without getting fatigue injured - that makes you have multiple backup squads instead of a A & B team of super soldiers like vanilla. Gene mods and psi abilities slightly increase fatigue.

There are 5 tech tiers instead of 3, gauss and pulse weapons are in between laser and plasma weapons. All the tiers give different bonuses (aim, damage, extra ammo, etc.) There are more armor suits and items too, and you get 2 item slots without tac rigging to start off with.

The mod devs put in a couple config files so you can change values of a lot of bonuses, perks, items, etc, so if you don't like something it's relatively easy to change.

TL;DR Definitely try it out, it comes with a installer so it's easy to install and uninstall
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Re: X-com remake

Postby loafofcheese » Tue Mar 03, 2015 4:07 pm

I love long war, we should make a brikwars namelist using the namegen ( http://daiz.io/xcom-namegen/ ) and do a playthrough on the forum, everyone gets to choose how their soldier is customised.
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