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

Some kind of way to create your own cover might be interesting, for instance, or even more ways besides explosives to deliberately manipulate the battlefield.

I could see this being an addition to the support class. At Sergeant, a third option to throw out a portable wall as cover. Later perks could make the wall larger, or perhaps make the wall a healing station. I could see your idea for a sentry turret be a third branch to the Heavy tree. Instead of Shredder/Suppression you can choose Turret.

Man, I can easily come with a third branch to each of the four major class. Hell, you could make a fifth class, I don't know what you would call it, but have it choose between offensive (deploying turrets) and defensive (deploying a defensive wall) and having the higher ranks upgrade in those directions.

DLC sounds awful. Just add more shit to the main game. All those second game options sound fantastic. Especially that marathon mode. I was just talking to someone about how great it would be if it took 10 years to win the war.

I like it and don't like it. I like the idea of it: a "main" character you can get through a specific story mission early on, along with unlocking extra technology. I don't like the fact that it's the first DLC. I think more maps/enemies/randomizations should be the first priority, not more story-based missions.
 

Dakota47

Member
Some images from the DLC:

x3-noscale.jpg

x4-noscale.jpg

x5-noscale.jpg

x6-noscale.jpg
 

Doomshine

Member
Yeah I'd like some ways to make the campaign more free-form, would be more fun to replay that way. I'm not too excited for this DLC.
 
I played the game for the first time a couple of days ago, put it on Classic/Ironman and buckled up. Came back from a couple of squad wipes, but eventually it all went to hell and it was over after 153 days.

Second attempt is going amazing. I'm a little bit beyond where I got to last time when my game ended and only 4 nations are out, I have satellite cover over everywhere else. My sniper is godlike, she reached colonel and has been racking up kills. I know people have touched on it before but to begin with, I had every intention of naming my troops. However, after a few missions it doesn't feel right. So, Melaina it is.

I finished last night with an utterly ridiculous terror mission. 4 Cyberdisks, 5 Chryssalids, 5 Floaters. There were several points where I thought it was going south, but I somehow pulled it back. I did lose one guy, he died a hero though. There was a Cyberdisk, a Drone and a Chryssalid lining up my guys, they were in close proximity to one another. Augustine - a heavy - could have moved to cover, but had he done that, it would have put several others in danger of dying. He had to sacrifice himself for the team. He lined up a rocket, fired, and it wiped out both the Chryssalid and Drone. The next turn he went down in a hail of bullets (lasers? lol), but it allowed me to move my other guys around for the kill, ending the mission.

To me, XCOM is the best game I've played for many, many years. I love it.
 

Mike M

Nick N
WTF at this final mission. There're three doors at the end of a long room (Raised middle walkway over two lower areas) that I can't open or go through, the rest of the ship appears abandoned...
 
Man, I can easily come with a third branch to each of the four major class. Hell, you could make a fifth class, I don't know what you would call it, but have it choose between offensive (deploying turrets) and defensive (deploying a defensive wall) and having the higher ranks upgrade in those directions.

I love it ... roll a new class - Engineer. Build cover and turrets and can repair SHIVs.

I'm in, this needs to happen.
 

Jintor

Member
WTF at this final mission. There're three doors at the end of a long room (Raised middle walkway over two lower areas) that I can't open or go through, the rest of the ship appears abandoned...

Triggers failed to trigger, should be enemies spawning every few steps. Reload and start again.

Gotta say - the Chinatown map tiles look baller. More of that, less story. MAP PACKS, COME ON.

I really want some landmark maps. Sydney Opera House. Big Ben. White House. Washington Monument. Forbidden Palace. Eiffel Tower. Kremlin. Mother fucking Pentagon. Let's do it.
 

TTG

Member
I really want some landmark maps. Sydney Opera House. Big Ben. White House. Washington Monument. Forbidden Palace. Eiffel Tower. Kremlin. Mother fucking Pentagon. Let's do it..

Holy crap, that's a great idea, why didn't they do this? Terror missions, bomb diffusal, VIP escort are all prime candidates.
 

Beepos

Member
Question to those who can help me figure out if I'm missing something...

Is there anyway of telling before a solider commits to his movement location, if he will be in line of sight to fire upon an alien.

For example if I have one soldier already with line of sight and has taken a shot at an alien, I often can't tell where exactly I can move my next trooper so he can take a shot as well. Often I move which I beleive is in clean line of sight, but then can't attack wasting his turn.

Its very annoying because one area tile might have full cover and another half cover right next to each other, but you can't tell which one will allow you to shoot at an already discovered alien before moving which feels a bit random.

Also am I under the correct assumption that moving into 'red' cover means you will be going into a position where you are flanked by an alien?

Help me guys I'm going to be starting Classic soon and I don't want to make mistakes
 

Rufus

Member
WTF at this final mission. There're three doors at the end of a long room (Raised middle walkway over two lower areas) that I can't open or go through, the rest of the ship appears abandoned...
I've had some bugs concerning doors in the base and the final mission, too. In my case, I sent a SHIV through a door, after which none of my soldiers could go through. The door was 'opened' by the SHIV, but I guess the game didn't recognize it. Very annoying.
 

Rentahamster

Rodent Whores
Holy crap, that's a great idea, why didn't they do this? Terror missions, bomb diffusal, VIP escort are all prime candidates.

I think one of the issues with some of those landmarks is how do you encompass the size and scale of those in a playable map without shrinking them down excessively.
 

Rentahamster

Rodent Whores
Question to those who can help me figure out if I'm missing something...

Is there anyway of telling before a solider commits to his movement location, if he will be in line of sight to fire upon an alien.

For example if I have one soldier already with line of sight and has taken a shot at an alien, I often can't tell where exactly I can move my next trooper so he can take a shot as well. Often I move which I beleive is in clean line of sight, but then can't attack wasting his turn.

Its very annoying because one area tile might have full cover and another half cover right next to each other, but you can't tell which one will allow you to shoot at an already discovered alien before moving which feels a bit random.

Also am I under the correct assumption that moving into 'red' cover means you will be going into a position where you are flanked by an alien?

Help me guys I'm going to be starting Classic soon and I don't want to make mistakes
There is no obvious way to know this beforehand. You primarily need to just get a feeling for what is right. One way you can know for sure, like you mentioned, is if you move into a red cover tile, which means that you will be flanked, which means that the alien can shoot you, which also means that you can shoot the alien.
 

Jintor

Member
First one is rather d'uh, but the second one doesn't make much sense to me. You can flank from full cover, but not from half, even though you're in the same position?

You shoot over half cover, but you shoot around full cover, so the area where the fire is coming from is different.
 

Rufus

Member
You shoot over half cover, but you shoot around full cover, so the area where the fire is coming from is different.
Yeah, but that's a coded difference. It makes no intuitive sense from what you're seeing. And it doesn't even address the weirder angles. I swear I was on the same line of tiles as an alien without getting the flanking bonus. (Not to mention the glitches, like getting shot from below the roof, which was the beginning of the end for my last escort mission.)
 

Rufus

Member
It's a visual difference too...
Uh, so? What precludes your soldier from doing the same move in half cover? That's why it's unintuitive in the first place. Rather then do that, they shoot over it at a worse angle, because it's made that way.
 

Wunder

Member
So I was complaining/whining the other day about not having the pre-order bonus even available for purchase, and now they've put it up for $4.99. Really steep price, but fuck I want color tints god damnit.
 

Mike M

Nick N
Alright, completed the final mission. Was not amused that one of the Sectopods took no damage whatsoever from the blaster launcher, despite being smack dead center in the blast radius.

Final boss was a chump.
 
Alright, completed the final mission. Was not amused that one of the Sectopods took no damage whatsoever from the blaster launcher, despite being smack dead center in the blast radius.

Did you aim at the wrong height? Shooting a rocket above them does nothing.
 
Any good walkthroughs out there? I'm not so much concerned about being coached through the combat, but more on the between-mission stuff. Every time I play I find I get fucked because all the nations keep pulling out- I really can't seem to grasp how and when to build satellites and use them...
 

Clunker

Member
Just finished my Normal Ironman run, and what a goddamned game. Lost two of my best soldiers in the final assault, but they died doing what they loved doing most: filling alien pie holes full of plasma. I endured two pretty devastating mind control moments, and my sniper pulled off some amazing 50%-to-60% shots and crits that we desperately needed.

Did the final mission on the second try -- I am mildly disappointed that the final mission lets you retry even on Ironman, but in reality I would have broken the damn disc if I had lost my whole run right at the two-yard line.

Immediately began my second playthrough, and I don't remember restarting instantly in years. Now doing a Classic non-Ironman run, and man, is it a rough transition to go back to all rookies with shit assault rifles and armor. When one of my four first rookies ate it instantly on the first enemy turn due to a crit, I knew I had made it to the big leagues. :p

I'm going to have a hard time deciding between this and Walking Dead for my personal GOTY, but XCOM is amazing. Totally looking forward to the DLC and whatever they have to offer up with it.
 

Astery

Member
On classic iron man with "hidden potential" and "not created equally" activated. Having a shit luck run with only 2 rookies have decent stats of will>50, atk > 70 from a pool of 40 recruits. Those 2 were doing exceptionally well but got wiped out after getting a higher rank as they are teaming up with below average rookies most of the time.

Went into a terror mission, as usual my rookie and squaddies got slowly wiped off until my best sniper with 1 hp left. Took down a disc, several zombies and several Chryssalids all by himself, with the final Chryssalid not willing to show itself for 10 rounds, I search around the map, just to see it appearing on a slope where the glitching camera happens. There is nothing I can do.
 

Jintor

Member
Uh, so? What precludes your soldier from doing the same move in half cover? That's why it's unintuitive in the first place. Rather then do that, they shoot over it at a worse angle, because it's made that way.

If you're going to complain about that, you might as well just toss the entire abstracted firing system out entirely...
 
DLC missions aren't the most interesting thing unless they take things to a new settings, ie underwater or to Mars. But this is a pretty tough game to make DLC for, the game isn't structured in a way that makes adding additional content you can charge for easy.
 

epmode

Member
I guess we'll have to pay for the real ending. I wish I could have waited for an all-in-one package, but... Shit, it's XCOM.
 
engineer class.

Here, a quick mock-up:

Engineer Class:

Squaddie:
*Deploy Turret - Throw out a Turret with one shot of automatic Overwatch; 2 Turrets per mission, 2 turn cooldown

Corporal:
*Precise Targeting - Confer a 50% chance of Critical on Overwatch shots taken by a turret.
*Shield Defense - Deployed turrets are mounted on a pylon that provides full cover.

Sergeant:
*Malfunction - +20 Aim and +20% Critical chance against Robotic enemies.
*Low to the Ground - Movement does not trigger enemy Overwatch.

Lieutenant:
*Improved Gadgetry - Arc Throwers have a wider radius and a 10% increase in their success rate.
*Repair Expertise - Engineer can repair SHIVs in battle without an Arc Thrower.

Captain:
*Auto Reload - Each Turret has two shots in Overwatch instead of one.
*Proximity Bomb - Turrets are armed with proximity sensors, causing them to explode if aliens get within the bomb radius.

Major:
*Turret Portability - Can carry one additional Turret into battle.

Colonel:
*Quick Hands - Deploying a Turret doesn't cost an action.
*Remote Control - Turrets do not deploy in Overwatch and can be manually aimed.

----
Add in Laser Turrets and Plasma Turrets as Research/Foundry options and bam, you've got a fifth class.

The framework's all there. You're welcome Firaxis, just don't forget to thank me in the credits.
 
That doesn't sound like a particularly useful class. I don't think designing a class around a stationary turret that has to be placed is going to work unless it has squadsight sniper type range. The whole one overwatch thing makes the turrets sound pretty useless in most situations.
 
That doesn't sound like a particularly useful class. I don't think designing a class around a stationary turret that has to be placed is going to work unless it has squadsight sniper type range. The whole one overwatch thing makes the turrets sound pretty useless in most situations.

Well, the idea I had behind forced Overwatch was to separate the turrets from SHIVs. If you give the Engineer the ability to throw out SHIVs left and right, it defeats the usefulness of SHIVs themselves. Like I said, it's a framework that would need to be tweaked through balance and actual application in the game. Maybe change one of the upgrades so the turrets shoot rockets instead. Or have one of the upgrades make the turret so it can target multiple enemies during one Overwatch.

The point of the turret would be that a) it isn't mobile, so you have to strategically decide when you want to throw one so it's not just "la-dee-da throwin' turrets left and right" and b) it's not a seventh unit member. It's there for a specific purpose, either extra offense or defense for a turn or two if you're caught in a surprise battle.
 
Well, the idea I had behind forced Overwatch was to separate the turrets from SHIVs. If you give the Engineer the ability to throw out SHIVs left and right, it defeats the usefulness of SHIVs themselves. Like I said, it's a framework that would need to be tweaked through balance and actual application in the game. Maybe change one of the upgrades so the turrets shoot rockets instead. Or have one of the upgrades make the turret so it can target multiple enemies during one Overwatch.

The point of the turret would be that a) it isn't mobile, so you have to strategically decide when you want to throw one so it's not just "la-dee-da throwin' turrets left and right" and b) it's not a seventh unit member. It's there for a specific purpose, either extra offense or defense for a turn or two if you're caught in a surprise battle.

You aren't fighting in one location long enough to design a class around such a situational ability. That could be one thing an engineer can do, but there has to be something else. Why take a engineer to create an object to overwatch once when I can have squadsight sniper that can do it every turn, and do it better? Why make a static rocket turret, when I can use an explosives heavy that can shoot 3 rockets a map and still be a mobile unit?
 

Papercuts

fired zero bullets in the orphanage.
I could see an engineer turret idea being useful if it's like the sniper scanner where you can whip it into the distance and get a big jump on enemies before they move. Maybe make the shield one absorb ammo that autoreloads everyone's gun even if it makes no sense.
 

Rufus

Member
If you're going to complain about that, you might as well just toss the entire abstracted firing system out entirely...
It's an incongruity that I'm pointing out, no more, no less. And no, changing that wouldn't lead to throwing out the entire system. I suspect it's only there because of compulsive 'balancing', anyway. This is bad cover. Bad cover is worse than good cover defensively, but also offensively, because everything needs to even out somehow.

What I really, really want gone is getting shot through walls and ceilings, because that's unpredictable. But since that's a bug fix it's actually going to be addressed sooner or later and not worth talking much about. Lots of cursing and impotent fist shaking though.
The above is stupid but predictable, so whatever, I'll get used to it.
 

Jintor

Member
I hardly think it an incongruity that half-cover behaves in a different way to full-cover; it's just another part of a game's systems. It is crap that this isn't covered or explained though and you can only really find out by experience.
 
You aren't fighting in one location long enough to design a class around such a situational ability. That could be one thing an engineer can do, but there has to be something else. Why take a engineer to create an object to overwatch once when I can have squadsight sniper that can do it every turn, and do it better? Why make a static rocket turret, when I can use an explosives heavy that can shoot 3 rockets a map and still be a mobile unit?

I don't want to bog this down any more since this is a hypothetical class that will probably never come into being anyway, so this'll be my last post on the idea:

Change the original Deploy Turret ability to this:

*Deploy Turret - Throw out a Turret in permanent Overwatch; 2 Turrets per mission, 2 turn cooldown; Turrets have 100 Aim and 5 Health, can be reloaded if a squad member stands next to it and uses the action.

This makes the turret a permanent fixture. One: It stays in Overwatch so it can attack multiple enemies until it's out of ammo (I'd assume the ammo perk from the Foundry would affect the turrets as well) and thus frees up your squad to either dash or hunker down without the expense of coverage. Two: It opens up more options for the later perks. You can have an Auto Reload perk where you don't need to have squad members reload it. Add a homing beacon perk where it can shoot at any enemy in the sight of an Engineer (making it class specific so not to be as OP as the Sniper perk).

I think that makes it a more viable class overall, especially since the Turrets will have high aim from the beginning unlike Snipers, making it so their Overwatch shots hit more often.
 
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