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XCOM: Enemy Unknown |OT| Neo GAF is Under Alien Control

Salsa

Member
Once they fix the bugs, I think I'll run a legit normal ironman. (Not that I savescummed the first time through). Then a classic ironman.

Im definetly going classic ironman once they fix their shit

worth saying that the game crashed during the last mission twice, and it immediatly crashed after the credits
 

Wildesy

Member
That only really goes for interior parts of a map. There's no flanking a group of enemies, that are in the fog of war, in the open.

I don't necessarily meaning flanking in the game sense, I mean it in the real world sense. Like as in, sending a couple of soldiers on an expedition to hit the aliens from the opposite side.

And I'm not sure what you mean when you say it only goes for interior parts of the map? It annoys me regardless of the map type. I just don't want to be told where the enemy is full stop.
 

Jintor

Member
Alien base in the original was directional? Wow, I can't believe what I'm reading. I don't mean to be rude but did you even play the original? You realize that in XCOM the base is one long corridor right? X-Com had multiple rooms and required horizontal and vertical exploration.
Does this look one directional? http://www.youtube.com/watch?v=2rmukkQCepQ

Bad phrasing, sorry. I meant bases in XCOM are corridors, not x-com.

Will address rest when I have more time.
 

Nocebo

Member
I don't necessarily meaning flanking in the game sense, I mean it in the real world sense. Like as in, sending a couple of soldiers on an expedition to hit the aliens from the opposite side.

And I'm not sure what you mean when you say it only goes for interior parts of the map? It annoys me regardless of the map type. I just don't want to be told where the enemy is full stop.
Yeah the sound cue happens outside too, not sure what that other guy is talking about either. And you're right it's almost impossible to "flank" an alien because when you spot one you almost always get the triggered clip of them noticing you and scurrying off. Unless you throw a battle scanner or something and even then you often trigger them for some reason.
 

Jintor

Member
I screwed the phrasing in my post. I meant to say that battleships and supply ships in x-com were largely directional. I'm still typing from a phone though so give me some time.
 

Nocebo

Member
I screwed the phrasing in my post. I meant to say that battleships and supply ships in x-com were largely directional. I'm still typing from a phone though so give me some time.
I still hold that there is much less exploration required in XCOM than in X-Com (so much less that you can't really call it exploration, more like crossing the intentional spacing between aliens) and that in the new game the positions of where to expect aliens are predictable to a point where it loses much of the suspense. Rarely do I ever enter more than one building even during an abduction site mission. I certainly never get shot in the back by someone who's not a panicking squad mate (lol). And that says something about the map structure etc. I think.
 

subversus

I've done nothing with my life except eat and fap
did they find a way to mod the game, i.e. get more levels in it? And how many levels are there currently? Random generation would help a lot, levels feel like they are randomly generated anyway.
 
did they find a way to mod the game, i.e. get more levels in it? And how many levels are there currently? Random generation would help a lot, levels feel like they are randomly generated anyway.

Not really. It seems like all the cover points are fairly thought out. I imagine it'd be pretty tough to randomly generate a map that didn't either cluster or disperse cover too much. There are 80 levels.

Basileus777 said:
Enemies don't really patrol even on the higher difficulties. They either way for you to enter their vision and trigger their first auto-move, or they don't exist until the game spawns them when you pass a threshold.

Well, I came across some Sectoids who were just chillin. They saw me and moved into cover the next turn.

LiK said:
I wish we could sneak up on aliens. Sorta lame that they always notice you.

People act like you could do this in the original. The more likely scenario was that a shot came from somewhere in the darkness and killed your guy. And then you had to march someone else out to find them and hope they didn't get killed too.
 
Aren't patrols Classic and above? I had my first opportunity to shoot an alien that hadn't seen me on Classic. Although I missed.

Enemies don't really patrol even on the higher difficulties. They either wait for you to enter their vision and trigger their first auto-move, or they don't exist until the game spawns them when you pass a threshold.
 

subversus

I've done nothing with my life except eat and fap
Not really. It seems like all the cover points are fairly thought out. I imagine it'd be pretty tough to randomly generate a map that didn't either cluster or disperse cover too much. There are 80 levels.

not a lot.

400 would do. So no custom levels yet? They need to do Steam Workshop for this since they can't randomly generate levels.
 
I wish we could sneak up on aliens. Sorta lame that they always notice you.

You can do it with ghost armor, but abusing ghost armor feels like an exploit because it breaks the whole way encounters are designed.

There are 80 levels.
80 levels spread out across different combat scenarios. How many maps are there for say VIP or terror missions? I'd say not many, because I keep seeing the exact same levels. And I see the same or extremely similar maps on downed alien spaceship levels too.
 

Nocebo

Member
Enemies don't really patrol even on the higher difficulties. They either wait for you to enter their vision and trigger their first auto-move, or they don't exist until the game spawns them when you pass a threshold.
Yes, it feels like you're just killing a wave you've encountered. On an UFO mission if you clear a couple of aliens in front of the UFO you can reload with everyone without worry because noone will ever walk in on you it seems like.
Another thing is that you'll never "get shot from the dark" in this game. If someone can shoot you you can shoot them back on the next turn. In the original you could get shot from somewhere and still not find them the next turn. Because they could walk, shoot and then walk again.
People act like you could do this in the original. The more likely scenario was that a shot came from somewhere in the darkness and killed your guy. And then you had to march someone else out to find them and hope they didn't get killed too.
Both happened frequently yes. You could easily walk in on aliens that hadn't seen you yet.
 

Rufus

Member
I wish we could sneak up on aliens. Sorta lame that they always notice you.
You can, but I get the feeling you're not meant to until you get Ghost Armour. On time I discovered a group of Sectoids and actually managed to kill one of them, but his model sort of glitched out and remained standing there, frozen.
 

golem

Member
Finished! 28hrs on Classic Normal. Great game, but still surprisingly janky. Hope they work out the bugs in a patch. I do miss larger and random maps though, maybe they'll offer it in an add on or something.
 
80 levels spread out across different combat scenarios. How many maps are there for say VIP or terror missions? I'd say not many, because I keep seeing the exact same levels. And I see the same or extremely similar maps on downed alien spaceship levels too.

Well there's clearly a bunch that are just variations on a tileset. I can't say for certain that I've seen the same map more than once yet.

I mostly just want more MP maps. They probably saved a bunch for DLC.
 

Salsa

Member
throwing that recon nade and shooting with another sniper is the closest thing to "sneaking up on them" before they see you.

It actually glitches out and show's the enemy alive and just standing in place if you kill it that way. But he doesnt do nothing and he has "deceased" above his head
 
This game has really sucked me in. Still playing it on easy the game seems pretty hard. This is my first experience with XCOM and turn based strategy though, and I'm completely hooked.

I can't imagine those able to play it on Classic/Impossible and beat it. Its going to be fun to try though.
 

Riposte

Member
Started playing Classic Ironman, but I'm starting over (no tutorial this time). Made two stupid mistakes. First I ended up dashing an assault in front an alien without activating the ability. Second I ended up moving a character way further than I wanted to (and on to a lower level) because the map kind of fucked me up. Not that I'm playing as a perfectionist, but I'm just too annoyed by such stupid plays lol.

Game seems alright so far. Interested in playing further. It seems like the perfect podcast game lol.
 

RyanDG

Member
YlxIp.jpg

Meet Yong Sun "Sheriff" Song who survived nearly every battle with the Alien threat until an encounter with two Mutons and an Elite Muton forced were squad to panic and shoot her in the back of the head. I am of the firm belief that her task-master ways were the real reason for her demise.


My crew fought valiantly again, but unfortunately I ended another run in defeat. My battles won/loss ratio has greatly improved in Classic Ironman however, which is a good bit of progress. I now just need to work on better managing my resources in order to finish this sucker off.
 

Jintor

Member
I still hold that there is much less exploration required in XCOM than in X-Com (so much less that you can't really call it exploration, more like crossing the intentional spacing between aliens) and that in the new game the positions of where to expect aliens are predictable to a point where it loses much of the suspense. Rarely do I ever enter more than one building even during an abduction site mission. I certainly never get shot in the back by someone who's not a panicking squad mate (lol). And that says something about the map structure etc. I think.

Okay, if you reduce your variables to this amount I'll agree with you. A lot of this is a consequence of the design decision to limit the scope of engagements by limiting you to a maximum of six a side (well, six your side); the other is the smaller map sizes. More troublesome to me is the 'activation-discovery' mechanic which in many cases actively discourages attempting to flank in combat scenarios, because of the possibility of activating more douchebags to join the fight. Whether that would be more fairly balanced by assholes shooting out of the darkness is a matter of opinion though... I feel it would not be.

I still hold there's a reasonable amount of exploration required for certain maps. Certainly you have your single directional highway/bridge/alien base maps, but there's a fair few shopfronts/bars/restauraunt/graveyard/forests/swamps/city hall maps where there's a number of likely areas from which enemies may be lurking which require exploration. However, once you find an enemy group, the tendency is to use all of your available assets to focus on that single group so exploration as such is heavily minimised.
 

Jintor

Member
I have to add that I didn't really enjoy exploration much in X-com. Give me combat every time. The tension of the possibility of walking into an area and immediately being overwatch'd to death without even seeing the enemy is something I can frankly live without.
 

Papercuts

fired zero bullets in the orphanage.
Holy shit, Combat Specialist kicked in on a Berserker after I used Rapid Fire with an Assault. Three shots point blank in the face.
 

patapuf

Member
I think the game requires enough exploration. The reason people explore less is because exploration puts you at a tactical disadvantage. Maximizing your line of sight shouldn't do that imo and it's definetly the biggest flaw in the combat design. On the other hand, splitting your team is a viable tactic if you know what your doing.

On the other hand the engagements themselves have enough tactical depth that i don't mind, and with suppression, lightning reflexes, disabling shot or somke grenade it's pretty easy to flank enemies, especially in cqc. It's also much more interesting than simply put overwatch on everybody and shoot with 3 snipers from the back of the map.
 

deim0s

Member
It does get on my nerves that the entire alien team isn't actively trying to kill you like the AI does in Final Fantasy Tactics, Tactics Ogre, and the like. This is a problem that I also had with the original and TFTD, though, so it's not unprecedented for the series.

Wut? When I started on classic, the grey guys started firing on my rookies ASAP.
 

Nocebo

Member
I guess we have differing definitions of exploration then. In XCOM nine out of 10 times all I have to do is move forward in a column of max ~10 squares wide to encounter all the aliens on the map. That is not what I call exploring.
I don't intend to say one style is better than the other, just that you had to do a lot more exploring in X-COM and it added a tension that was different from XCOM.
More troublesome to me is the 'activation-discovery' mechanic which in many cases actively discourages attempting to flank in combat scenarios, because of the possibility of activating more douchebags to join the fight. Whether that would be more fairly balanced by assholes shooting out of the darkness is a matter of opinion though... I feel it would not be.
Yea, I don't like the activation thing at all. It feels more like I'm off to encounter aliens rather than find them. If you know what I mean.
 
You can explore a bit, it just puts you at a disadvantage. It spreads out your team and makes it more likely you will be flanked by enemies appearing/spawning behind you. It's also pointless on most maps because enemies won't spawn in many areas if you just ignore them and go straight. If you decide to split off, then the game often adjusts and spawns enemies there.
 

Jintor

Member
Certainly there isn't the map size (or the human resources) required to split your squad into two groups and go room to room in the barn across the cornfield, but I'm still splitting off soldiers to check x building, look down this alleyway, etc. I don't see how that isn't exploration. You're always moving forward from explored areas to unexplored areas, how else are you going to command troops on a strategic map? I do notice that pilots never land in the middle of three barns anymore, for instance, or in the centre of a map, so in that sense you're always progressing from a side or a corner.
 

Deraldin

Unconfirmed Member
I just finished a supply ship where I absolutely got shot in the back without any warning. My squad entered the rear of the ship and cleared out the big room there, sadly destroying the one remaining power source on a missed shot at the muton that was cowering behind it. One turn later after I moved my squad up, 2 groups of heavy floaters flew in the back of the ship right behind me and opened up on my group.

If I had been playing on classic I have no doubt that I would have lost half my squad in the first turn with the criticals flying everywhere for being flanked.
 

fanboi

Banned
Regarding my Classic Ironman:

Feels like its going good... a little to good.

  • Alien base down!
  • No country has left the council
  • All is down to blue
  • Feels good
  • Alot of high level units

I have only lost 4 units in total during this run...
 

Orgun

Member
Regarding my Classic Ironman:

Feels like its going good... a little to good.

  • Alien base down!
  • No country has left the council
  • All is down to blue
  • Feels good
  • Alot of high level units

I have only lost 4 units in total during this run...

Wow, nice. I started my first Classic Ironman run last night and lost 3 units in the first two missions. Wiped the squad in the next two missions and lost the USA. ...haven't even research teh Arc Thrower yet!
 

TTG

Member
Regarding my Classic Ironman:

No country has left the council


How the hell? I dumped all my money into satellites and uplinks from day one, no tutorial. Lost 1 already and almost half of the others are in various states of yellow/orange.
 

Vol5

Member
Got my gaming rig setup again which beasts XCOM, but I'm up to my first
alien base
on PS3.

Question is should I sack off the PS3 game and start afresh on my PC? It really runs amazing on the PC in contrast to the PS3 version, and while decent, seems to have a real screen tearing problem with some maps.
 

TTG

Member
Got my gaming rig setup again which beasts XCOM, but I'm up to my first [spolier]alien base[/spolier] on PS3.

Question is should I sack off the PS3 game and start afresh on my PC? It really runs amazing on the PC in contrast to the PS3 version, and while decent, seems to have a real screen tearing problem with some maps.

Start a different game or ironman on pc?! Unless you give a crap about achievements or something.
 

fanboi

Banned
How the hell? I dumped all my money into satellites and uplinks from day one, no tutorial. Lost 1 already and almost half of the others are in various states of yellow/orange.

One misstake I did at the start was to take the easier mission... whiich in reality isn't so much easier then hard ones.

Also, always take the mission with highest panic...


NEVER FORGET TO USE OVERWATCH DEAR GOD
 

CzarTim

Member
I am playing on Normal Ironman and can't seem to get the handle on Sectopods. Every time I face one of them, I lose at least half my squad. Twice I have wiped completely. I have full Titan armor and plasma weapons and all the upgrades I can. I don't have a problem with any other enemies. I spread out my team and take my time. It's really frustrating me.
 

Aaron

Member
I've hit a glitch wall. I'm inside a large alien ship and the camera just will not stop bugging out on me. I think I'll play something else for a while and hope for a patch. The aliens are a pushover for me, but man these glitches are wiping me out.
 

TTG

Member
I am playing on Normal Ironman and can't seem to get the handle on Sectopods. Every time I face one of them, I lose at least half my squad. Twice I have wiped completely. I have full Titan armor and plasma weapons and all the upgrades I can. I don't have a problem with any other enemies. I spread out my team and take my time. It's really frustrating me.

Do you have a high level sniper in place? Because a guy like that can drop over 20 health points if he has double tap, and high teens if he doesn't, in a turn. That goes a long way.

Also, be careful about who you send towards it, because they seem to have a bunch of reaction shots. And hope he does one of those attacks where he loads up for a turn to fire a bunch of rockets in a general area. Buys you time and he's locked in on that spot, so you can just run out of the way. My biggest problem with them, on normal, was that it inevitably sucks up all your attention. It's letting the other enemies take free shots at your squad while you deal with him that hurts.
 

McNum

Member
I am playing on Normal Ironman and can't seem to get the handle on Sectopods. Every time I face one of them, I lose at least half my squad. Twice I have wiped completely. I have full Titan armor and plasma weapons and all the upgrades I can. I don't have a problem with any other enemies. I spread out my team and take my time. It's really frustrating me.
I don't suppose you have a sniper with Double Tap and a Plasma Sniper Rifle? Or, if not, two snipers with a Plasma Sniper rifle each? That's a potential one-turn kill if you get two critical hits. A Heavy with HEAT Ammo or an Assault with Lightning Reflexes and Rapid Fire is also useful. Run up to the thing with an Alloy Cannon and give it a double salvo. Kill it before it gets a turn. If you're in a situation where you can't, go defensive. Smoke grenades, suppression, hunker down, get that +defense up. Then have the team ready to go all out next turn.

Sectopods aren't easy, though, they're always in Overwatch. You move, you're dead. Unless you have Lightning Reflexes.
 

duckroll

Member
I ran into a pretty crazy bug today. I completed an abduction mission and returned to base with the $200 reward. I then proceeded to spend the money on excavating a spot, building another power reactor, and building another access lift. I still had well over a hundred bucks left after this, but as I was moving through the interface to get back to Mission Control, the entire screen bugged out and went full zoom out, with all the rest of the interface missing. I couldn't click on anything. But the esc button still worked, so I made a new save, and I tried to load that save. That fixed the interface and everything was back to normal... except.... I noticed that I had $-5 now. Not $5, but $-5. Lol. Wtf.

In the end I just loaded the last save I had at the end of the abduction mission, and finished it again.

I've hit a glitch wall. I'm inside a large alien ship and the camera just will not stop bugging out on me. I think I'll play something else for a while and hope for a patch. The aliens are a pushover for me, but man these glitches are wiping me out.

Yeah the camera SUCKS indoors sometimes. I shot down a large alien craft earlier, and when my guys were inside it, the camera would keep trying to display the roof of the ship even though I manually lowered the elevation. Really fucking annoying, and made it a total clusterfuck to play, especially when there were 6 floaters inside, and 6 floaters outside.
 
D

Deleted member 30609

Unconfirmed Member
Has anyone else had an issues with the game saying soldiers are on-mission when they're not?
 
I had a bug where a soldier was wounded for a negative number of remaining days. But he was available to take into combat and it reset afterwards.
 

sonicmj1

Member
Two quick questions.

1) How do you increase the psi-level of your soldiers?
2) If I have all the gear I could possibly want, is it worth waiting to level them before tackling the final mission?
 
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