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Re: A new X-COM: Enemy Unknown
Posted: Tue Oct 16, 2012 3:16 pm
by Eraser
Yeah in the screen where you see your soldiers lined up right before you start a mission. I bet you're playing on PC, so I'm not sure how the controls work there, but on XBox 360 you press X to remove the selected soldier and then press A in the empty slot to select another soldier. You can select the robot like any other soldier.
I'm starting to have a tough time with this game by the way. Half the world is hating me for not doing enough. Right now I pretty much get my ass kicked on just about any mission. The problem that arises then is that I'm going into missions with all rooks while the aliens start becoming stronger and come in greater numbers.
Oh well, first challenge I'm facing now is to come up with a name for a South Korean woman.
Re: A new X-COM: Enemy Unknown
Posted: Tue Oct 16, 2012 3:54 pm
by Eraser
Ended up naming her Cannon Fodder, which will undoubtedly prove to be a very apt name. I think my XCom is kind of like The Wall in Game of Thrones. By now they'll probably resort to sending convicts and bastards to me because as soon as you've signed up with us, you're as good as dead.
Re: A new X-COM: Enemy Unknown
Posted: Tue Oct 16, 2012 4:00 pm
by Captain
Eraser wrote:Oh well, first challenge I'm facing now is to come up with a name for a South Korean woman.
Kim Jong-Unf
Re: A new X-COM: Enemy Unknown
Posted: Wed Oct 17, 2012 4:41 am
by DooMer
Best game to come out all year. I think it captures the original feeling well. The only bummer is that there's less of a random element. Like, in the original, the soldiers are sometimes hilariously incompetent. You can attempt to skim a shot by one of your men, only to hit him in the face and kill him. Your men will sometimes panic and shoot at a random teammate in this one, but its not quite the same risk/reward element. There's not as much cannon fodder on the field for it to work properly, and the combat mechanic doesn't suit it, so they did the best they could I suppose.
Re: A new X-COM: Enemy Unknown
Posted: Wed Oct 17, 2012 6:06 am
by Eraser
One thing that starts to bother me is that whenever there are abductions, I can respond to only one. There doesnt seem to be a way to respond to multiple ones, no matter how many soldiers I have sitting at my base doing nothing. I get that this is some gameplay element that forces you to strategically consider your missions, but it feels like my hands are tied for no apparent reason. Especialy because the net result of an abduction mission is always negative, even when succesful. Panic is reduced in one area, but it's increased in two others. That makes it feel like an abduction mission is always something bad to happen.
Re: A new X-COM: Enemy Unknown
Posted: Wed Oct 17, 2012 1:18 pm
by Eraser
Sigh, I never seem to get any alloys. This is really holding me back from manufacturing better weapons, and I really need those if I want to win any battles.
Re: A new X-COM: Enemy Unknown
Posted: Sat Oct 20, 2012 7:13 am
by Eraser
I got this game figured out! I didn't realize that if you stun aliens, you actually get to use their weapons in future missions after you've researched one of the salvaged weapons. So this kind of evened out the battlefield again and I've had a few succesful missions again. Shame that 7 countries already left the council. So 1 more and I'm fucked.
Re: A new X-COM: Enemy Unknown
Posted: Sun Oct 21, 2012 7:26 pm
by Eraser
Too little too late. 9 months into the project, the aliens have won. XCom was shut down

Re: A new X-COM: Enemy Unknown
Posted: Mon Oct 22, 2012 2:41 am
by YourGrandpa
This game is getting on my nerves. As you get deeper into the missions, your soldiers can't hit shit. They can't score a kill in Overwatch or hit a target 4 tiles away. And god forgive you miss. The aliens will be right there to rectally destroy you.
Re: A new X-COM: Enemy Unknown
Posted: Mon Oct 22, 2012 5:59 am
by feedback
I find that the heavy is the most worthless class. Heavy laser sucks dick. Snipers are amazing with double-tap, but 1 shot and they die. The spinning discs are MOTHERFUCKERS, they killed Borat Yagshamesh, my only Sgt. Support, with 16 damage in 1 shot.
Assault seems to be the best class, run and gun + rapid fire is amazing with alloy cannon.
Re: A new X-COM: Enemy Unknown
Posted: Mon Oct 22, 2012 6:55 am
by Eraser
feedback wrote:Assault seems to be the best class, run and gun + rapid fire is amazing with alloy cannon.
Yes, assault is useless without those skills, but once they get it, it's awesome.
I like that heavy gets the rocket launcher. It's basically a more powerful, free grenade. I rarely ever use the side arm anyway.
Plasma weapons are more powerful than the laser weapons so try to get those.
I'm going to start a new game and equip soldiers with Arc Throwers more often. Now that I know that I can salvage their weaponry that way, I'm sure I'll be able to do away with the conventional weaponry sooner. Using machineguns against Mutons and the like was what was holding me back and caused me to lose a lot of battles. Things actually got a lot better once I started using laser weapons and plasma weapons a bit later on. Still couldn't please those council fuckers enough though

Re: A new X-COM: Enemy Unknown
Posted: Mon Oct 22, 2012 11:22 am
by Ryoki
Hah, i started over also, decided i fucked up too many times
More beginner tips i found out the hard way:
- Planning your base early is of great importance, my previous game i wasted a lot of resources on facilities that didn't connect. They should, the bonuses that gives are quite big. Two sattelite nexus things connected to two sattelite uplinks is enough to cover the entire planet, for instance.
- Related; if you have a few steam vents - don't build regular generators. Steam generators kick regular generators ass.
- Don't build more than 1 research facility. You just don't seem to need extra scientists as much as more engineers. Build at least 3 workshops.
- Don't build the hyper whatsitcalled until after you've found out stealth sattelites and the new armed interceptors - building that facility spawns a whole different nasty breed of UFO's that are impossible to bring down unless you've prepared for it.
- And don't bother with the SHIV, at least not until you've captured a floater and unlocked the floating ability for it. Bringing an extra soldier is better. In fact, don't bother with a lot of the foundry upgrades, the pistol improvements for instance are expensive and only really worth it for snipers. Improved medkit on the other hand is invaluable.
- Put rookies in the psionic test chamber, not your veterans. Less of them will succesfully test, but they have more xp to put into their abilities since they level up quicker (theory, might be wrong about this).
Doing roughly twenty times better in my new game, haven't lost a single country yet and just unlocked plasma gear. Looking forward to beating it
Also, heavies are good for up close combat if they have the bulletstorm perk which has saved my hide on several occasions. Also, rockets. Wouldn't bring more than 1 on any given mission though.
Re: A new X-COM: Enemy Unknown
Posted: Mon Oct 22, 2012 11:42 am
by feedback
Eraser wrote:feedback wrote:Assault seems to be the best class, run and gun + rapid fire is amazing with alloy cannon.
Yes, assault is useless without those skills, but once they get it, it's awesome.
I like that heavy gets the rocket launcher. It's basically a more powerful, free grenade. I rarely ever use the side arm anyway.
Plasma weapons are more powerful than the laser weapons so try to get those.
I'm going to start a new game and equip soldiers with Arc Throwers more often. Now that I know that I can salvage their weaponry that way, I'm sure I'll be able to do away with the conventional weaponry sooner. Using machineguns against Mutons and the like was what was holding me back and caused me to lose a lot of battles. Things actually got a lot better once I started using laser weapons and plasma weapons a bit later on. Still couldn't please those council fuckers enough though

My biggest mistake was not getting satellite coverage up. Even know you needed to in order to avoid panic cuz they didn't tell u :/
Re: A new X-COM: Enemy Unknown
Posted: Mon Oct 22, 2012 12:17 pm
by DooMer
Yeah, gotta prioritize satellites from the get go. I wasn't making enough money and hit an early bottle neck my first time.
Re: A new X-COM: Enemy Unknown
Posted: Wed Oct 24, 2012 6:36 am
by Eraser
Some neat concept art for the game is viewable here:
http://kotaku.com/5954340/get-a-first-l ... oncept-art
Re: A new X-COM: Enemy Unknown
Posted: Mon Oct 29, 2012 10:00 am
by Eraser
Here's an article that dives into the probability numbers behind aiming and shooting. It asks and answers some questions like what gives an assault soldier a bigger chance to hit: a single shot or a rapid fire shot. It's all basic statistical calculations but applied to XCom it makes it a bit less like dry theory
http://sinepost.wordpress.com/2012/10/2 ... ames-xcom/
There's also a follow-up article about random number generating in the game and how to combat "save-scumming", which is saving a game before taking a shot, and then reloading that save if the shot misses, until it hits:
http://sinepost.wordpress.com/2012/10/2 ... canniness/
Re: A new X-COM: Enemy Unknown
Posted: Mon Nov 12, 2012 1:48 pm
by Eraser
Zero punctuation review:
http://www.escapistmagazine.com/videos/ ... my-Unknown
Re: A new X-COM: Enemy Unknown
Posted: Tue May 21, 2013 7:45 pm
by Eraser
Shooting everything to smithereens with RPGs on crash sites won't help, as you're destroying the alloys and technology on the ship as well which prevents you from salvaging it.
The game does indeed become more easy as you progress, but missions tend to get longer as well, so being anle to hold out longer becomes more important. A single casualty early on could spell doom because you haven't got the combat resources to follow the mission all the way through.
Re: A new X-COM: Enemy Unknown
Posted: Wed May 22, 2013 1:02 am
by HM-PuFFNSTuFF
I am so seriously impressed with how they updated this classic. Exceeded my expectations in every way.
Re: A new X-COM: Enemy Unknown
Posted: Wed May 22, 2013 3:20 am
by feedback
Good game. But I stopped playing it after I beat the nightmare that was ironman mode.
Re: A new X-COM: Enemy Unknown
Posted: Fri May 24, 2013 11:34 pm
by HM-PuFFNSTuFF
Re: A new X-COM: Enemy Unknown
Posted: Tue May 28, 2013 9:02 am
by Eraser
Does this mean the end of Q3WCom?
Re: A new X-COM: Enemy Unknown
Posted: Tue May 28, 2013 4:17 pm
by losCHUNK
Memphis wrote:Playing classic some more without ironman and i'm honestly starting to get fed up with it.
Once Mutons show up, it becomes little more than a slot machine, leaving the make or break of entire missions down to a single turn of dumb luck. Even with full cover and hunkering-down, troops of all ranks get one-shotted from a map's length regularly. The cunts hit for SIXTEEN damage and I barely have one guy with 12 health tops. Every single crit taken is a dead soldier. They crit way, way too often and it seems there is absolutely nothing you can do tactics-wise to prevent it.
Sure, you can head-down, back-up, overwatch, but the maps are barely large enough to pull that off once, especially near the starting point if you make contacts early. Moving too far aside will pull more enemies and when you're overwatchers inevitably miss (or even hit), aliens just move up into LoS the next turn and shoot you anyway. It's all a bit meh.
Gonna give the Warspace mod a spin, as apparently it does an excellent job of toning down the bullshit to a fairer, more reasonably managable level.
I told you so

Re: A new X-COM: Enemy Unknown
Posted: Wed May 29, 2013 4:17 am
by feedback
Memphis, use a guide. Basically you have to have laser weapons and no squad deaths by the time the mutons show up. If you don't, then you'll lose the game. You will be playing the first few missions over and over.