Castor Krieg
Banned
What a fucking fail, my Assault had 101 Will UNBUFED and failed PSI training.
had to abort the first panic mission on my latest classic ironman run
CRYSALLIDS!
I think I figured out the number one thing I miss from the original game: the ability to free-aim target the environment to take out walls with something other than the rocket or grenades. I'm playing Classic now and a couple of times I've really wanted an extra door just there. Or hell, take out that petrol bowser with the alien hiding behind it...
I never said anything about taking out cover with an assault rifle, but there's plenty of times a missed shot with a plasma weapon will take out a section of wall (or blow up the bowser) creating a new opportunity. I just want to be able to *aim* at the wall, or bowser.Wouldn't work in this one. Besides looking ridiculous, taking out cover with an assault rifles means you would never need to flank or split up in any way. Move your 6 guys as a unit, steamroll through whatever ET gets in the way with sheer firepower.
Anyway, doesn't it set up some interesting choices in the load out screen before a mission? How much room to make for heavies and grenades...
I never said anything about taking out cover with an assault rifle, but there's plenty of times a missed shot with a plasma weapon will take out a section of wall (or blow up the bowser) creating a new opportunity. I just want to be able to *aim* at the wall, or bowser.
Interesting counter-arguments though, thanks.
Thinking about doing a Final Mission. If I have 2will it matter much? Or one of them is automatically chosen as aPSI soldiersand the game will end if he gets killed?Chosen One
Thinking about doing a Final Mission. If I have 2will it matter much? Or one of them is automatically chosen as aPSI soldiersand the game will end if he gets killed?Chosen One
Also, if you fail, even on ironman, you get to retry from the beginning of the mission.
Also, if you fail, even on ironman, you get to retry from the beginning of the mission.
oh man WHAT
this takes away all the pressure I had the first time around
It actually makes sense, since I am pretty sure like in Original XCOM failing last mission failed the game.
oh man WHAT
this takes away all the pressure I had the first time around
It actually makes sense, since I am pretty sure like in Original XCOM failing last mission failed the game. Now with Ironman officially being a difficulty setting they have to somehow mitigate that danger.
how does the position placement of facilities work? And what is the recommended configuration of the 4 x 7 grid?
I remain somewhat disappointed that in XCOM it is easier to tell that there is an 'optimal' solution to everything, it's a lot less systems just jamming up against one another like in X-com. I remain hopeful for mod tools though to see people basically recreate X-com in XCOM.
God, I love typing sentences like that
One of the things I miss about OG X-Com is the chance of, say, four UFOs turning up at once around Central Asia and you having to manage scrambling and interceptions to deal with all of them or risk panic level rising. Battles over the seaboard, discovering an alien base by accident, using interceptors on patrols just in the vain hopes of getting a random blast outside of your radar range. I definitely think there was a better way to handle base attacks than in X-Com, but taking them out completely I feel very strongly was not the correct answer. I am frankly amazed they did not capitalise on the "This is our BASE" feeling that is a lot stronger in XCOM just due to the enhanced graphics.
also there's no female support staff, what's up with that
In relation to power plants and steam generators do you place everything in donut formation? Also, do satellite dispatchers need to be positioned at the very top?
Thermal Reactors have to be placed on TOP of the steam tile, not anywhere around it. Put it where the steam tile was.In relation to power plants and steam generators do you place everything in donut formation? Also, do satellite dispatchers need to be positioned at the very top?
I remain somewhat disappointed that in XCOM it is easier to tell that there is an 'optimal' solution to everything, it's a lot less systems just jamming up against one another like in X-com. I remain hopeful for mod tools though to see people basically recreate X-com in XCOM.
God, I love typing sentences like that
They stream-lined the entire manufacturing and personnel management aspect. If they had wanted to retain it they could have just rebalanced the economy.Taking out manufacturing was definitely a step forward though. It basically provided unlimited funding once you teched to laser cannons.
They stream-lined the entire manufacturing and personnel management aspect. If they had wanted to retain it they could have just rebalanced the economy.
It's not unwelcome, considering most people seemed to set the entire team of scientists or engineers to the same task anyway. I've said it before, but in a lot of ways they just formalized the way people played X-com. One main base, one Skyranger, secondary bases staffed and equipped minimally just to shoot down UFOs, 'naming' soldiers according to their capabilities (impromptu class system turns into actual classes) and whatever else I'm not thinking of.
Classic Ironman done.
Lost one country, due to being too slow on upgrading my interceptors and getting my ass handed to me in the air for a bit. Otherwise it was a smooth ride and towards the end it felt even easier than on Normal. Nothing on the final mission survived more than one turn. Still was a good challenge for most of the game. At one point I had 9 out of 11 soldiers in the infirmary, showing how I just barely scraped together victories.
I''ve got Dishonored lying around and I really should play it, but dammit I'm still not tired of this. Debating whether I should try Impossible or do another Classic run and go for a few achievements, namely Lone Wolf, Ain't No Cavalry, the BS poison one, and winning from all continents.
Yup.Yeah, but they also removed that small area of variation where there was room to experiment and test systems against one another.
One of the things I miss about OG X-Com is the chance of, say, four UFOs turning up at once around Central Asia and you having to manage scrambling and interceptions to deal with all of them or risk panic level rising. Battles over the seaboard, discovering an alien base by accident, using interceptors on patrols just in the vain hopes of getting a random blast outside of your radar range. I definitely think there was a better way to handle base attacks than in X-Com, but taking them out completely I feel very strongly was not the correct answer. I am frankly amazed they did not capitalise on the "This is our BASE" feeling that is a lot stronger in XCOM just due to the enhanced graphics.
also there's no female support staff, what's up with that
A properly designed base could turn base attacks into a slaughter. Alien walks around corner, gets shot six times with a heavy plasma. Good fun.Base invasions.
Where the aliens show up and say "Fuck you!", and then you drive them off and say "FUCK YOU!!!"
Or your Skyrangers are out and you have a group of rookie idiots scrapping by 'Home Alone' style.A properly designed base could turn base attacks into a slaughter. Alien walks around corner, gets shot six times with a heavy plasma. Good fun.
Low will snipers are the fucking worst. It's even more excruciating when motherfuckers err all their close range shots yet they crit your best soldiers during panic attacks.
AT POINT BLANK.
Updated my hit% stats-
https://docs.google.com/spreadsheet/ccc?key=0Aprtin5-SdoVdGxuaEJOamxFeGZ2RndRT05aQzl6aGc
My predicted hit rate- 84%
My actual hit rate- 73%
So there is still a 10% difference that some people claim the higher difficulties have. This is after 52 total shots taken.
Enemy hit rate% = 48% from an average of +36 defense.
The XCOM wiki says the early enemies have around 65 base aim, I don't see how that could possibly be true considering their hit rate.