That looked distinctly...watery at the start.
Firaxis teases sequel to X-COM: http://www.rockpapershotgun.com/2013...l/#more-147166
Terror from the Deep was as good as the original.
There. I said what all you fuckers have been thinking for 20 years.
True, I sometimes feel as though I'm the only person on the planet who enjoyed the 2 part cruise/cargo ship terror missions.
Considering people already are implying TFTD, I hope the Cthulu comment was meant tongue in cheek since he was absolutely the influence for th finale of TFTD.
would be cool if they completely flipped this shit on its head and let us play as aliens launching invasions, infiltrating governments/corporations, and taking over the world. one can wish.
Anyone happen to have a savegame from the Enemy Unknown they could send me? I just starting playing it today and after about ~7 hours it crashed and left me with no saves to load at all. I'm not about to start the whole damn thing over again =\
Was in the first alien base when it happened, so anything sort of near there would be splendid.
It's not a long game anyway, may as well start from the beginning.
I hope there's more to that video than announcing X-com on IOS...
Its strange really, I recall that TFTD was much more fun than the latest x-com game, granted the graphics where awesome, but there was alot more different aliens in TFTD, was it not?
Last edited by Nuttin; 03-26-2013 at 08:33 AM. Reason: ..
Official trailer for XCOM: Enemy Within. 11/12/13
Ph'nglui mglw'nafh Cthulhu R'lyeh wgah'nagl fhtagn - In his house at R'lyeh dead Cthulhu waits dreaming
"That is not dead which can Eternal lie, and with strange Eons even death may die" - H. P. Lovecraft
So is this the shooter or another top down tactical turn based game?
The trailer kinda didn't answer that for me
Its an expansion for Xcom: Enemy Unknown, the strategy game, not the new 3rd person shooter.
Got to see some a gameplay demo of this at Pax, as they were showing off the gene modified soldiers and mech assault guy. Seems pretty cool. Mech assault troop had to be next to something for the kinetic attack but if it was, did ridiculous damage. He could aslo expend ammo to blow away cover. The gene soldiers vary in what they could do, but one example we saw was a guy who was super resistant to mind control and would kill someone who tried to mind control him. In general, doesn't look super revolutionary but they are sticking with what was awesome and expanding on it. Didn't see anything that seemed like it'd be underwater and not sure how well the mech assault stuff would translate to underwater.
Underwater was speculation on a sequel, way before this was announced as an xpac.
Nice to read on the improved abilities for your crew anyway.
Can pre-order on Steam for 10% off (originally 29.99). Release date is November 12th.
Overpriced for features that should have been fleshed out in the main box. :/
Purchased JA:BIA around a week or twi prior to EU release.. comparatively they are the same class of game. Even as an older outdated and buggy game, BIA has far more depth and control than EU. Then looking at mod support, you have leaps and bounds difference in value.
EU unknown is a great game, but no it was not worth full box price. It was sorely ight on features and and missions. Felt like it was 90% finished, then the DLC confirmed that suspicion in my mind.
WTF you're trying to say the base game of EU wasn't worth the cost? You're nuts.
Yeah the original game is like the only game last year i bought at launch and i dont feel ripped off or think i should have waited for a goty edition or such like i do with about every other game im interested.
Plus i picked that up for iirc 30 bucks total (using a -25% coupon on it)
I'm trying to comprehend what you're saying here. How did this cheap little 3 mission DLC confirm to you that the game was only 90% finished?
People have been bitching about the tiny little DLC pack for ages. Meanwhile Borderlands 2 literally makes you buy extra character classes, and access to levels above 50, and entire sections of the game as DLC.
Holy shit. There's 139 dollars worth of DLC available for Borderlands 2 currently. Seems like borderlands 2 was a 30% complete game at launch if the criteria for 90% completion is having a 7 dollar DLC pack.
Last edited by hodj; 10-08-2013 at 02:50 PM.
I think BL2 gets a pass because the base game was still worth full price
And Xcom wasn't?
I've played that game like 15 times straight through since I bought it for full price and haven't regretted it one time.
Then I bought it again on my Ipad and play it before class constantly.
Now that I think about it. I haven't touched Borderlands 2 in months.
I guess different strokes for different folks but I found Xcom to be one of the most engaging and replayable games I've bought in a long time.
When did I say XCOM wasn't? The games that get ripped for their DLC cashgrabs are ones that purposefully with held content to try and sell as DLC in the future. Generally making the base game suffer as a result. Neither XCOM or BL2 suffer from that even if BL2 is seen as a huge DLC packed game.
Your previous statement appeared to be implying that the base Xcom base game wasn't worth full price bro. My mistake for reading more into it than was there
EU was worth the full price, but this DLC is not. $30 for a few maps, weapons/armor, soldier abilities, and a resource? Yeah, more MP shit that I'm willing to bet a lot of people don't give a fuck about.
It looks like a great DLC.. for $15-20.
Luckily EU was on sale almost all the time, hopefully this is too.
Nintendo ID: DellyDeez
Diablo III, Overwatch, and HotS - Delly#1309
EU had a lot of flaws tho...For one they dumbed it down a lot (you can see all the cool things they had in game that they took out to be more console friendly and shit in some of the conferences creator spoke at). The snipers were broken as hell making the game very trivial with 2 of them in the back with squad sight. Smoke was terrrrrrrible. The whole cover system was wonky at best and not being able to manualy target things that arent bad guys really sucked :\ Everything was destroyed by stray shots too easily (they fixed this in a patch later on so things would survive longer). The mech unit was HORRIBLE. You basicaly had to give up a good spot for one...It should have been a free spot to bring it along on every mission or something... Base building was only a shadow of what it was in other xcom games, most choices were inconsequential past the first month (aside from stocking up on the right airplanes). Having only one base was a bad design choice and took away the fun of strategic base placement from other xcoms. Soldiers basicaly all having identical stats unless you moded it... Lasers becoming obsolete extremely quick...
Like I could go on like this for a few more paragraphs but it was still a very good game I dont regret buying. People need to stop blindly defending it. It was amazing mainly cause it was the only solid triple A turn based game in like forever based on a great franchise where they didnt completely fuck up. And it was pretty damn enjoyable in a shit year for pc games.
When I finished the game my initial reaction wasnt "WOW BEST GAME EVER", it was "WOW THIS COULDVE BEEN SO GODDAMN GOOD IF THEY DIDNT DUMB IT DOWN SO MUCH AND HAD WAITED A FEW MONTHS TO POLISH IT".
Also the DLC was horrible and a waste of money.
Got enough enjoyment out of the first to warrant day 1 purchase. One of my favorite games of all time. Shut up and take my money.
I actually kind of preferred how smoke was handled in this game versus the old school though, just needed to be a bit bigger of a buff and usable more than once per mission. Also, I definitely preferred how Starcraft 2 handled unit upgrades in HoTS a million times better than the unit upgrades in XCom, most of the time I didn't know if something was amazing, or ass, unless I'd tried it... and it was even worse that they hid future upgrades, so you couldn't tell which abilities would have synergistic effects.
Title makes more sense now - and it's interesting the one guy towards the end has the "eye goo" thing from the FPS's Sleepwalkers... wonder if they're actually going to tie in the FPS, any ties were REALLY REALLY loose at best.
I liked the new one, but there were a few things that just did not feel quite right. The first thing was how the game made you feel rushed. I know the developers said they wanted to put a sense of urgency into the story line, but it just never felt right to me. The second was the lack of research. It seemed like there were far far too few projects to study, and lastly was the small number of missions. I played through the game twice completely and started a 3rd and it just felt like cut and paste jobs with zero variety. (the same two or three rescue missions, the same handful of ship wrecks in the same looking woodland scenes. It just really gave me a "only play it once and then put it away" feeling that I just never got with the original. I noticed they added an extended duration campaign option in one of the updates but never tried it to see if it made it feel any better. Hopefully this one has more re-playability that the last one didn't.
The maps are a very reasonable complaint - but its one that the expansion is tackling alot from what they say (quintupling the number of maps I think they said?)
Is the expansion designed as post game content or should I plan to start fresh?
They said they're adding like 40 new maps, and I'm pretty sure the changes are not exclusively post game content. A new game will almost certainly be required.
Good to hear. I beat the game first time around but have wanted to play again so this will be a good excuse. Even though I'll be my typical self and wait for it to go on sale.
I freaking LOVE Xcom, but the amount of crazy bugs I ran into on my game made me reluctant to attempt an ironman/classic run. Have they patched up some of the more stupid bugs, like teleporting sectopods?
Teleporting was fixed on PC I believe - still exists on console though.
More XCOM is always good and Enemy Unknown was the best one in a long time
Not that it's saying a lot since TFTD and the original are still the best
Instant pre-order. Had a lot of fun with EU so this was a no-brainer.
If you didn't play EU on ironman you should create a custom random soldier name file with your friends / guild members / family. This way when your soldiers die you know them and you can tell your family all the great stories of their heroics and foolish actions. You get a lot more play time for your money if you can crank up the difficulty and throw on ironman for your first play through.
Because we only stand for being owned and used for profit by our own. Rererolled.org
Probably because patching is a pain in the ass for consoles and not a pain in the ass at all on PC
Wont buy on day one just to see how much depth there is in this expansion. That was my main gripe with the original, once you beat the game replayability was drasticaly reduced whereas past xcom games beating the game wasnt even my focux cause the game was so damn fun
Instant pre-order for me as well. I've got like 220 hours played in XCOM.
About the maps: I wouldn't get too excited about them saying "40 or so new maps".
They also said it would have 100+ maps on launch and we all know how that turned out (yay for map start-position rotations).
I asked on some other forums and word is they changed the mechanics a bit for the EW expansion and are fixing some pretty bad bugs like teleporting and the flanking bug.
I think the problem is that the maps still repeated early on, and the early maps are what you see most if you play iron man like me Also, the most memorable ones had very little variation (like the gas station map), leading to a lot of confirmation bias. But yea, more maps are always welcome.
Here is a video of one of the new mission/enemy types:
Last edited by Denaut; 10-11-2013 at 09:45 AM.
The new GMG code works for the Xcom expansion. Knocked it down to $20. GMG25-7VBH8-67CAC
Never played XCOM before, so I've been enjoying EU lately, well worth the $10. My only gripe is that wounded soldiers REALLY hurts early game. Nothing like the enemy getting a couple lucky shots despite full cover and now half your team is riding the pine for the next mission. I love watching rookies miss and miss and miss. I can't tell if using a medikit before the fight ends will improve a soldier's chances of not being wounded.
Also, I'm getting a lot of DX:HR vibes. The music, sound effects, and art all kind of remind me of that game. Also, I keep expecting Avitus' voice to pop up when aliens are encountered.
I really liked the wounded aspect. It gave you a bit of reason to have a deeper bench than just your starting lineup. Also as you progress in the game you'll find your guys get wounded less and less from various skills.
Yeah, late game it's no problem. My guys rarely get wounded now. Most of the time I run 2 assault/2 supports/1 sniper/1 heavy. The 2 assaults/2 support really work well together so I almost never change that. It if weren't for HEAT ammo and fucking cyberdiscs, I wouldn't even use a heavy. And on open maps, I will sometimes drop the heavy for another sniper.
But early game, you don't have a bench. That's the problem.
One of the best things to get early on is the "Quicker Healing" thing in the Officer Bay for that reason. Also as you get better armor those HP are "free" most of the time when it comes to getting wounded - if you've got 8 pts of armor and take 7 on the mission usually the guy will not be wounded after the mission. (although it's not an absolute)
HEaling your guys up before mission end via the support class has no influence of them being labeled wounded and taking 2 weeks of in the hospital. Only reason to heal up would be to not getting killed by the next lucky alien shot.
Also Heat Ammo + Rockets AE = ownage for me on most maps and i can hardly imagine going without one when shit really hits the fan random alien encounter wise.
Assault guy is not much more than a run and gun cannon fodder guy (that tends to horribly miss with his shotguns) that may carry the stun device on good days.
At that point I basically just sprint up to enemy lines behind full cover and take a shot. Depending on how close the enemy was I would rapid fire. But I'd run with 2 Assault so I'd have them take the point and as the aliens started to filter themselves into the combat zone my assaults would just be shelling them with free overwatch from Close Combat. I usually ran 2 assault/2 heavy/2 support. I was trying 2 assault/1 heavy/2 support/1 sniper but my sniper was constantly getting left behind by the destruction my 2 assaults and heavy could dish out.
Heavies aren't that great outside of explosives, can't hit shit. Though, you can eventually carry 3 rockets and 2 grenades, so who cares? Do people not care about weapon fragments, or does the game just give you too much anyway?
Hm my heavies was alien lawnmowers. They had outstanding accuracy and could fire twice. Like I said above my general idea was to have my assaults soften up all the targets while my heavies finished them up. Heck towards the end of the game one of my supports was a killing machine as well.
It really depends on the difficulty you're playing at. I chose to play the game from the jump on ironman classic, I think it really changes the resource pinch a lot. If you haven't try out ironman with the expansion - it adds a lot more to the experience in my opinion. Many skills or game mechanics become more engaging on harder settings with the cost of mistakes being a pile of rookies. (in ironman)
Every class has uses - while some builds are less efficient - they almost all work in the base game and you just lose some flexibility as you raise difficulty.
Last edited by Dandain; 10-14-2013 at 07:27 PM.
Because we only stand for being owned and used for profit by our own. Rererolled.org
Well when you have like 5 cryssalids and a zombie or 6 sectoids and 2 mutons + 1 berserker with 2 floaters behind coming at your guys with laser weapons you are very grateful for these rockets in your launcher.
And yes that totally happened to me on my actual game.
I had very bad luck with my heavies. They had the worst accuracy ever, and I had two cases where my rockets like...blew up like they had hit an invisible wall or something, (killing one of my guys, once, I believe). That made me stop using them and my endgame setup was Support x2 assault x2sniper x2. It worked pretty beautifully. Squad sight snipers are amazing.
I did 3 Assaults, 2 Support, 1 Sniper. 1 Support was smoke grenade oriented, so two smokes per match, with +40 defense/larger area. Assaults wore heavy armor, combined with their bonus health perks and tactical sense +5 Defense for every enemy, it made them beasts when they broke into a room with two or more enemies. Smoke, Tactical sense and they had +50 defense--their run and gun would be saved, so even in bad positions (Enemy was far up on a ledge or something) they could get right next to the them and double tap them (With near perfect accuracy, thanks to how close they were.) Since there were three of them that could do this, and since assaults do ridiculous damage close up, usually at least 1-2 aliens would be dropped. If there were more, a smoke grenade got thrown and they ones that were left didn't hit shit.
The only problem were Chrys but assaults get a free reaction shot whenever something closes to within 4 squares and I usually had the sniper and a support (Healing one) on overwatch just for that reason. Combo was ridiculously effective, and very, very safe because it left a lot of room for huge fuck ups thanks to the tank nature of the most of the squad.
See ive never been into smoke supporters, could very well be the reason my assaults sucked (and died).
Last edited by Tol; 10-15-2013 at 04:07 PM.
My most important members, Snipers with squad sight. Heavy. Medic/support.
On ironman my tactic is usually the same. Pick South America, then let the entire right section of the world map go under. Wait with satellites until close to the monthly review, then use them on any country on the left with a risk of disbanding. Make sure to be able to build another satellite array / satelitte within the first 31 days (takes 20 days to complete the order of the satellite). On classic+ difficulty, I reroll until I see a steamvent or two close to where you can dig to it immediately. Try to get snipers first, then heavies. Once you get 2x snipers with the armor that flies and a support with ghost armor, you've close to won the game. My squad was usually 2x snipe, 2x heavy, 1x support, 1x assault. Sometimes switch between 2x heavy 1 assault to 2x assault 1 heavy.
Of course, assaults really don't come into their own until they get to Lt. rank. You really need lightning reflexes (First reaction shot avoided) and double tap (Two shots)+Run and gun to make the strat work well (Before then, you'll be relying a lot on smokes). With heavy armor and the +defense per alien? You can easily break a room with 2-3 aliens risk free, and take all their reactions. If there are more, that's when you smoke. But because of the Run/gun and Dbl Tap, you'll almost always kill two, even of the beefy aliens, with three assaults.
By the end, with the HP perk at colonel, and heavy armor--my Assaults had some ridiculous health, they could just tank straight up hits without breaking a sweat, even from those machines. Assaults, I feel, are the strongest class after colonel--but the riskiest early class because they don't really have the tools to do the strat that works for them yet. Best way to build them is run a heavy support team and cycle your assaults until you get a few LT's, then you're golden.
Last edited by Lithose; 10-15-2013 at 09:22 PM.
Just finished a shot down harvester ship mission on ironman classic and the smoke really saved my (assaults) butt when i managed to run into 3 sectoid commanders on the bridge all barricading from my double tap snipers, ofc when he run n gunned to flank em his shot failed to connect. 86% my ass.
I was reading some of the patch notes for the new game and it sounds kind of intimidating. A lot of changes to tired and true strategies. Some of the ones that look like they're aimed at taking people out of their comfort zones. Deep pockets and covering fire might be neat though. RIP ghost armor crits. I wonder if this is aimed at getting people to use mec soldiers more.
- Ghost Armor's "Ghost Mode" now grants +30% critical chance instead of +100%.
- Sniper perk "Squadsight" can no longer deal critical damage against enemies the sniper themselves cannot see unless using Headshot.
- Support perk "Deep Pockets" no longer provides two item slots, instead it adds +1 charge to limited use items (Arc Thrower, Medkits, Grenades, Combat Stims etc.).
- Support perk "Covering Fire" now engages before an enemy attacks.
- Heavy perk "HEAT Ammo" now grants only +50% damage bonus against robotic enemies instead of +100%.
- Increased EXP required for soldier rank-up across all difficulties.
- Research and Build times on Classic and Impossible increased.
- Alien Base Assault global panic reduction decreased; undisclosed new methods of reducing global panic.
Last edited by Tol; 10-16-2013 at 03:37 PM.
It has nothing to do with getting people to use the new soldier types (why would you pay for the expansion if you didn't want to do that already??) and everything to do with toning down some of the more OP abilities/items. Although, IMO increasing research and build times on Classic and Impossible is fucking retarded. Impossible is difficult enough already.
Edit: Nevermind, I forgot. They want to make labs/workshops actually necessary now.
Last edited by Raes; 10-16-2013 at 03:57 PM.
Some of those sound redundant with the new abilities from the xpav too - I.e. I recall mention of an extra inventory slot gene mod I think. So rather than Support getting 3 slots they're getting 2 amped up ones.
He almost says as much himself at several points. Yet I get neg'd for it. Well hah! I'm not alone, bitches (although I'd be more positive too if it got me ad revenue and press releases of games).
Watched the vid. Looks great but I hope the game isn't too easy with all the power creep.
Or less sarcastically - he's being critical and he talked for nearly 60 min straight on a single topic... Waning enthusiasm is a given unless he's a robot...
Yeah... I'm not sure what the debate is about the video. The expansion adds tons of customization to troops, more progression paths, all the little things that make RPG's fun; at least for me. Play through it on Classic, see how it is, if it's too easy, play on impossible.
Any good reason to play through this game a few more times is totally worth it.
Yeah, all that video did for me was make me want to play it all the more. Had a blast with the first one and I have this one waiting in Steam for it to release. I'll say it once, and I'll say it again too. This company needs to put out a DnD version with this engine.
Does the expansion make the campaign about 5-10x longer than vanilla? Because while great, the game was way too fucking short for an X-COM.
He said research was WAAAAAAY slowed down and research is required so yes...
In the main game, when people say it was too short--I think, as you said, that is what everyone was really talking about. It felt like new armor and weapons just flowed in, even on the highest difficulty, the only "strategic" crunch time was at the start of the game--after that, I was never pressed to develop just to survive against the aliens (Especially considering you controlled the story pace). If they can tweak it so your research and your manufacturing output matters, a lot, in terms of whether you can keep pace with the ramping up of encounters? It will be a much better game.
Which also might explain why they've added things like auto heal and tougher troops--they really want to make it about the overall strategy, too. So there isn't the huge amount of frustration from instant and sometimes arbitrary deaths in battle (Though I suspect fuck ups will still be punished). Instead small screw ups won't spiral out of control into ridiculous defeats, thanks to the extra padding, but they will hurt by having soldiers down and larger and larger draws on resources that are desperately needed for other things (More engineers, scientists ect). Which I think is a really good direction, the strategy map needed more resource management difficulty outside of what you faced in the first few months and managing global panic. (Which I like the change to as well--I like that you can be proactive in reducing panic through missions.)
Last edited by Lithose; 10-25-2013 at 03:51 PM.
so Stroggos is actually Earth... mind blown.
Ironic how he talks about awesome new maps in the video and all that, yet the first map he gets is one I've had so often I'm sick of. Despite being an Exalt mission. Second mission also old map, but given it's a highly scripted Council Escort, that's to be expected.
I'm also curious how much slower research actually is. He's just in June and already has Fusion Lance, Laser weapons and skeleton suit in addition to all that gene and mec research that surely won't be a 3 day research program.
Last edited by Quineloe; 10-29-2013 at 03:17 PM.
So, this released yesterday... I forgot about it and am at work. Anyone play it yet?
So, get home. Fire up Steam and start up XCOM... get to first mission, and my cpu BSOD -.- I really need a new rig.
It's really fun! Meld changes how you play, since you sometimes need an aggressive rush strategy to get it, and my mec-trooper is hilariously awesome. Some of the new skill revamps make it REALLY hard to make a decision. Like lightning reflexes (enemy always misses reaction shot) alt skill choice now gives you a free shot within 4 tiles, making assault into shredding machines at the cost of defense.
Last edited by Tol; 11-13-2013 at 01:04 PM.
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