X-com remake

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Re: X-com remake

Postby RunsWithLegos » Tue Jan 01, 2013 1:40 pm

i bet you played on easy.
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Re: X-com remake

Postby Tzan » Tue Jan 01, 2013 1:52 pm

I played on normal, then again on easy, It wasn't very different.
I knew about the importance of satellites, so I pushed those out the second time.

I wish there was a mode to just play the tactical game, the other stuff is just for delivering the story. Other than story delivery its just boring after you have done it once.
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Re: X-com remake

Postby Quantumsurfer » Wed Jan 02, 2013 2:45 am

There's a very slight difference between easy and normal. They give a little extra cash, a starter satellite, more HP for your guys, and the like. The jump in difficulty happens when you load up classic and above. Mostly, that difficulty lies in the number of HP enemies have and the bonuses they get to damage, aim, and criticals. Your money is the same, I think, but you have to build from the ground up (no officer training school, no starter sat, so on). And you get way less scientists/engineers at higher levels.

I generally agree with Tzan, though. While the HQ stuff does have a tactical element to it, its fairly simplistic. The small set of logical steps to produce best output doesn't change from diff to diff, it just gives you less time to accomplish them. So, outside of delivering the story (which, like anything, once you've seen it...) its only real value is in keeping things "tense" by making you struggle to keep up. The real value of the game is in the tactical play.

As a total package, its a win.
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Re: X-com remake

Postby Warhead » Wed Jan 02, 2013 8:06 am

RunsWithLegos wrote:i bet you played on easy.



classic you little tart! :csi:


I set up my heavies and snipers in good firing positions without activating much and then send my assault guys in to see what they can find and flush the bulb-heads, etc out. When anything does try to move into assault range it usually gets blasted from overwatch or what ever's left is finished off. All my guys are Colonels now and I've only lost one man, plus the three you always lose in the tutorial pish.

Tzan, I've not had time yet to try this out yet but doesn't the multi-player option pit player against player in tactical battles? ONLINE!!! (I have no online ability for my sons XBox, yet).

I agree with QuantumSmurfer.
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Re: X-com remake

Postby GeneralOfDeath » Wed Jan 02, 2013 10:39 am

Let's see, I've got one classic game sitting around that I haven't been anal snuggled in yet, and a few normals I'm running for the heck of it. Honestly, I suck at classic, so I'll give you a story from normal.

Last night, I made a ton of progress on one game, including capturing a specific alien. It involved finding a landed large scout, where I promptly spawned three mutons at the end of my turn, three more on the next, and the final three along with the one I need to capture. My shotgun assault had the only arc thrower, along with two rifle assaults, a support, heavy, and sniper, and the battle became a huge mess of keep arc guy alive, kill mutons, DO NOT KILL THE TARGET. Overwatch and disabling shot were invaluable for keeping it in place, hunker down to keep him from shooting, and lightning reflexes to ruin his inevitable overwatch. In the end, it was the concentrated efforts of three troops with help from the sniper to finally capture it.
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Re: X-com remake

Postby Warhead » Wed Jan 02, 2013 10:59 am

:D :tiger: Excellent work.

I've still to capture anything yet. Everything keeps getting shot... HEY! NOT MY FAULT! :(
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Re: X-com remake

Postby The Shadowscythe » Wed Jan 02, 2013 1:06 pm

Warhead wrote::D :tiger: Excellent work.

I've still to capture anything yet. Everything keeps getting shot... HEY! NOT MY FAULT! :(


Confirmed for easy modo. :omnom:

Try recording your efforts Warhead, I have actually beaten the game three times - I am deadly deadly serious when I say the game only hates me when I am recording for youtube - BUT - it makes for more entertaining gaming that way. :lol:
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Re: X-com remake

Postby Tzan » Wed Jan 02, 2013 2:01 pm

Quantumsurfer wrote:I generally agree with Tzan
Warhead wrote:I agree with QuantumSmurfer.



I agree with Warhead.


( I havent done anything with the multiplayer. )
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Re: X-com remake

Postby Kalvinator » Thu Jan 03, 2013 12:02 am

You're back! Good to see ya.
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Re: X-com remake

Postby Tzan » Thu Jan 03, 2013 11:01 am

Thanks!
Its nice to be back.
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Re: X-com remake

Postby Warhead » Thu Jan 03, 2013 11:17 am

I agree with Tzan, about a great many things... but mostly about frozen yogurt.
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Re: X-com remake

Postby Tzan » Thu Jan 03, 2013 11:25 am

I never touch the stuff.
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Re: X-com remake

Postby Pwnerade » Thu Jan 03, 2013 6:15 pm

Warhead, Y U no make a Let's Play X-COM! video? Please make one while piss drunk, if you can.
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Re: X-com remake

Postby Quantumsurfer » Fri Jan 04, 2013 3:17 am

Warhead wrote:QuantumSmurfer.


Ha. I chuckled.

Pwnerade wrote:Warhead, Y U no make a Let's Play X-COM! video? Please make one while piss drunk, if you can.


I'd watch it.

So, I generally do the same thing, putting shooters on overwatch (because overwatch is the boss that will always save your bacon) and storming in assaults. I change my mission team up depending on the mission type. You can usually tell from all the preamble what kind of map you're landing in. I prefer 2 assaults, 2 supports, and a heavy pretty much always. The last guy cycles based on need. With long shooting ranges, I take a sniper but I'll dump him in an urban environment unless I've 1) developed plasma tech and 2) gave him the move and shoot ability instead of squad sight. If I know I'm facing large numbers, taking another heavy is a good choice because 2 grenades and 2 rockets. On the other hand, more healing has saved me so many times that I always consider a third support as well. I only take a third assault when I'm feeling the need for some superfluous and gratuitous ultraviolence. If its early yet and I haven't trained up my guys/haven't bought the squaddie ability in the OTS, my sixth man will be a rook.

I like to open most missions with a full on dash. Its one of the only times you can safely do so and it makes the mission that much faster. Then I do as Pwnerade suggests and grab as much cover as possible but I space them out so they can't be blown apart by Muton grenades very easily. Still together enough, though, that they can cover redundant fire lanes. You can be a little more lenient when you've got the stealth suit on your assaults, though. Just run in and auto crit those little bastards to hell before they even get a reaction animation while your sniper, heavy, and supports (especially the supports) pick off stragglers.

GeneralOfDeath wrote:In the end, it was the concentrated efforts of three troops with help from the sniper to finally capture it.


Well done. You don't have to do the priority stuff as it pops up, though. Little easier if you hold off a minute. In fact, some stuff it seems like you should wait a good bit. I got kind of stuck my first game because I built the hyperwave decoder before I researched the new interceptors. Couldn't take down overseer UFOs at that point and my supply of everything dried right up.
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Re: X-com remake

Postby Warhead » Fri Jan 04, 2013 8:04 am

Honest truth... I wouldn't know how and my games wouldn't be as exciting as Shadows as I always play it safe tactically, not very Brikwars. It'd be funnier if I had online ability for my sons Xbox and played Shadow and taped that.
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