If you need money, then you probably don't have enough satellites.
I just made 2 hover SHIV's and one came out with an invisible gun. Number 2 has a plasma cannon, but 1 is empty where the gun should be, and the stats don't reflect having a weapon. I'm too chicken to bring it into battle to see if it's actually there or not, it'll probably just sit in my base all game wasting the expensive alloys and elerium I used to make it.![]()
You know what I hate! Going for a flank on a guy, getting 100% as the accuracy, and doing 2 damage on a 4 bar alien..... Yet, the guy who hasnt flanked him, gets 50% accuracy, and he gets 4 damage. I swear this happens to me so much! Ill think " Hey, ill go right beside this guy and totally kill him" then i dont and the next turn the fucking alien kills me instead! CRITICAL 6 DAMAGE!! AWESOME.... lol
If it doesn't have a weapon on it, don't take it to battle. I learned the hard way when I took a SHIV I built into battle and it didn't have a weapon, and for a few turns I was perplexed as to why I couldn't attack anything with it. Reloaded the save, looked at the two SHIVs I had, realized had one had a weapon and one didn't. I don't know why or how it happens, but it does and it sucks.
What do you mean by proper simulation? It's a turn-based tactics game. What are you simulating?
I decided to try out one of the cheat characters just for fun, ken levine in this case. They made him a sniper but they gave him all the wrong abilities! No double tap, no squad sight, no executioner and they gave him the shitty pistol ability.
What the fuck am I supposed to do with this???
I actually like the pistol skills a lot. Pistol research + pistol skills makes your sniper really mobile, which helps a lot in interior maps.
The game is incredibly inconsistent in it's gameplay grammar, player communication, surfacing of information and so, so much more. Combined with the RNG being closer-to-broken-than-it-is-fun and the LOS and terrain issues and the game comes off as as much much, more like D&D or other board games than a proper simulation.
I never played the original, so those who did may just see that as being what the game is supposed to be, but I just see broken, masochistic, unstreamlined, clunky design. And that's the thing, I like the game. It think it's really good. But it could have been really, really great. It's so goddamn close to being something timeless.
Steam Noob Question ahead:
How do i post on GAF the XCOM screenshots i took via Steam?
Yea, I wonder if the closer range style sniper is just as deadly... or maybe they just become more useful earlier.
Have to disagree with most of this. All turn based strategy games could have board game equivalents so I don't see your point on that one. The RNG isn't broken and it has been explained why it was done that way. And if you want to see clunky, play the original.
From the sound of things the returning folks see this a worthy entry in the series, which I think is a good thing, but I really don't think saying the previous years-and-years-old game was clunkier is the best way to promote the virtues of the new one. And sure, you could go play warhammer or whatever and have a somewhat similar experience to an tactical vidjagame, but the tactical vidjagame can do more aspects of the simulation far better and faster than tabletop (such as terrain and line of sight) so I was just a little weirded out by the fact that such issues crept up so repeatedly.
I just think the game really could have been better for everyone involved, without the clunks, bugs, or head-scratching design choices, thas all. I really do quite like the game, which is i guess what made my reaction so strong. It's really close to being something I'd call perfect.
I wouldn't mix up what seem to be fundamental shifts in the style of gameplay with the polish issues which are currently holding the game back.
Oh, I totally get that some of my complaints are rooted in the grandfathered-in game design expectations that come with doing a sequel, but they were things that seemed drastically counter-intuitive to rest of the game design's direction. Now that I know more concretely that those things are hold-overs, they're easier to understand (though not necessarily accept.)
I was just told I should capture an enemy but I'm still in the tutorial levels (locating Anna Sing.). Is this something I can do? I'm not seeing the option for any of my troops. Is this just something they say when you encounter a new enemy?
I was just told I should capture an enemy but I'm still in the tutorial levels (locating Anna Sing.). Is this something I can do? I'm not seeing the option for any of my troops. Is this just something they say when you encounter a new enemy?
But you might need to accept that they were choices that were made to create a certain type of gameplay rather than because they were shackled by tradition.
I haven't had any issues with LOS or Terrain except for reaction fire through walls back on the 360 review build. Rather than taking XCOM to task for being board-game/wargame like (which I think it actually is), the far more egregious thing to me is the bugs.
Like, what do you mean by LOS issues? What do you mean by terrain issues? The main thing annoying about LOS for me is that you can't check current LOS range or potential LOS range.
Personally, I've had a number of instances where LOS or the lack thereof left me scratching my head. Like, I was raiding a crashed UFO, had my guy standing at the edge of a wall next to a Muton who was standing out of cover, and apparently I didn't have LOS.I haven't had any issues with LOS or Terrain except for reaction fire through walls back on the 360 review build. Rather than taking XCOM to task for being board-game/wargame like (which I think it actually is), the far more egregious thing to me is the bugs.
Like, what do you mean by LOS issues? What do you mean by terrain issues? The main thing annoying about LOS for me is that you can't check current LOS range or potential LOS range.
Doubtful. A pistol sniper can't match one with a plasma weapon that can utilize executioner, double tap (the best!) and squad sight. They're just too deadly.
Honestly, I can't remember the last time my Sniper even had the high ground.
The only thing a pistol sniper gives up is Damn Good Ground, which is only a +10 to Aim and Defense against enemies on lower elevations.
I'm actually warming up to Gunslinger for snipers more and more over time. 10 points to aim is a nice bonus, but it's situational and a sniper with a scope already has excellent chances to hit. Gunslinger effectively turns a plasma pistol into a light plasma rifle, and makes a sniper feel like far less of a fish out of water inside UFOs and the like. I'm starting the think the added versatility is preferable to piling on even more bonuses to aim.
Are you sure about that? AAA's description says it doesn't confer the normal height bonus, and I didn't see any bonuses in my (admittedly extremely limited) testing.I'd agree with you if the archangel armor didn't exist and make the height bonus for snipers effectively permanent.
Literally where I saved and quit (Classic Ironman) before I went to work.
Only saw a Floater inside, so I had him charge in... Activated the two Chryssalids in the room, and one decided to get up in his face.
... I want to say he lived a good life, but only making it to Squaddie, it's hardly a lived life.
Then again, maybe he will survive, I've yet to resume <_<
From the sound of things the returning folks see this a worthy entry in the series, which I think is a good thing, but I really don't think saying the previous years-and-years-old game was clunkier is the best way to promote the virtues of the new one. And sure, you could go play warhammer or whatever and have a somewhat similar experience to an tactical vidjagame, but the tactical vidjagame can do more aspects of the simulation far better and faster than tabletop (such as terrain and line of sight) so I was just a little weirded out by the fact that such issues crept up so repeatedly.
I just think the game really could have been better for everyone involved, without the clunks, bugs, or head-scratching design choices, thas all. I really do quite like the game, which is i guess what made my reaction so strong. It really is pretty close to being something I'd call perfect, but it falls short for such (to me) silly reasons...
I'd agree with you if the archangel armor didn't exist and make the height bonus for snipers effectively permanent.
Oh god, I lost a soldier already. She just bled out and I wasn't sure how or even if I could save here. I think I needed to have researched a specific item to revive her, which I did not do.